AAFR~ Adventures in the Forgotten Realms Art Series Memorabilia 2021-07-23 AFR~ Adventures in the Forgotten Realms Expansion 2021-07-23 "Beholder" // "Beholder" AAFR~ 0.0 Card // Card None 1 "Owlbear" // "Owlbear" AAFR~ 0.0 Card // Card None 1 Flumph // Flumph AAFR~ 0.0 Card // Card None 1 "Deathpriest of Myrkul" AFR~ 2BB 4.0 B Creature - Tiefling Cleric 2/2 None 2 Skeletons, Vampires, and Zombies you control get +1/+1.At the beginning of your end step, if a creature died this turn, you may pay {1}. If you do, create a 1/1 black Skeleton creature token. "Farideh, Chosen By Devils" AFR~ 2UR 4.0 R U Legendary Creature - Tiefling Warlock 3/3 None 2 Dark One's Own Luck — Whenever you roll one or more dice, "Farideh, Chosen By Devils" gains menace and flying until end of turn. If any of those die rolls are 10 or more, draw a card. "Farideh, Chosen By Devils" AFR~ 2UR 4.0 R U Legendary Creature - Tiefling Warlock 3/3 None 2 Dark One's Own Luck — Whenever you roll one or more dice, "Farideh, Chosen By Devils" gains menace and flying until end of turn. If any of those die rolls are 10 or more, draw a card. "Hadar's Messenger" AFR~ 4B 5.0 B Creature - Human Warlock 4/4 None 2 {5}{B}: Roll a d20.1-9 | Each player loses 2 life.10-19 | Each opponent loses 2 life and you gain 2 life.20 | Each opponent loses 2 life and you gain 2 life. Create a Treasure token. (It's an artifact with "{T}, Sacrifice this artifact: Add one mana of any color.") "Hall of the Storm Giant" AFR~ 0.0 1 Land None 0 If you control two or more other lands, "Hall of the Storm Giant" enters the battlefield tapped.{T}: Add {U}.{5}{U}: Until end of turn, "Hall of the Storm Giant" becomes a 7/7 blue Giant creature with ward {3}. It's still a land. "Hall of the Storm Giant" AFR~ 0.0 1 Land None 0 If you control two or more other lands, "Hall of the Storm Giant" enters the battlefield tapped.{T}: Add {U}.{5}{U}: Until end of turn, "Hall of the Storm Giant" becomes a 7/7 blue Giant creature with ward {3}. It's still a land. "Horny Bard" AFR~ 2R 3.0 R Creature - Tiefling Bard 2/3 None 2 Bardic Inspiration — At the beginning of combat on your turn, target creature you control gets +1/+0 until end of turn. "Keen-Eared Sentry" AFR~ 1W 2.0 W Creature - Human Soldier 2/1 None 2 You have hexproof. (You can't be the target of spells or abilities your opponents control.)Your opponents can't venture into the dungeon more than once each turn. "Krydle of Baldur's Gate" AFR~ UB 2.0 B U Legendary Creature - Human Elf Rogue 1/3 None 2 Whenever "Krydle of Baldur's Gate" deals combat damage to a player, that player loses 1 life and mills a card. You gain 1 life and scry 1.Whenever you attack, you may pay {2}. If you do, target creature can't be blocked this turn. "Krydle of Baldur's Gate" AFR~ UB 2.0 B U Legendary Creature - Human Elf Rogue 1/3 None 2 Whenever "Krydle of Baldur's Gate" deals combat damage to a player, that player loses 1 life and mills a card. You gain 1 life and scry 1.Whenever you attack, you may pay {2}. If you do, target creature can't be blocked this turn. "Lurking Roper" AFR~ 2G 3.0 G Creature - Horror 4/5 None 2 "Lurking Roper" doesn't untap during your untap step.Whenever you gain life, untap "Lurking Roper". "Lurking Roper" AFR~ 2G 3.0 G Creature - Horror 4/5 None 2 "Lurking Roper" doesn't untap during your untap step.Whenever you gain life, untap "Lurking Roper". "Oswald Fiddlebender" AFR~ 1W 2.0 W Legendary Creature - Gnome Artificer 2/2 None 2 {W}, {T}, Sacrifice an artifact: Search your library for an artifact card with mana value equal to one plus the sacrificed artifact's mana value. Put that card onto the battlefield, then shuffle. Activate only as a sorcery. "Oswald Fiddlebender" AFR~ 1W 2.0 W Legendary Creature - Gnome Artificer 2/2 None 2 {W}, {T}, Sacrifice an artifact: Search your library for an artifact card with mana value equal to one plus the sacrificed artifact's mana value. Put that card onto the battlefield, then shuffle. Activate only as a sorcery. "Skullport Merchant" AFR~ 2B 3.0 B Creature - Dwarf Citizen 1/4 None 2 When "Skullport Merchant" enters the battlefield, create a Treasure token. (It's an artifact with "{T}, Sacrifice this artifact: Add one mana of any color."){1}{B}, Sacrifice another creature or a Treasure: Draw a card. "Sylvan Shepherd" AFR~ 2G 3.0 G Creature - Human Druid 2/3 None 2 VigilanceWhenever "Sylvan Shepherd" attacks, roll a d20.1-9 | You gain 1 life.10-19 | You gain 2 life.20 | You gain 5 life. "Tarrasque" AFR~ 6GGG 9.0 G Legendary Creature - Dinosaur 10/10 None 2 If "Tarrasque" was cast, it has haste and ward {10}.Whenever "Tarrasque" attacks, it fights target creature defending player controls. "Tarrasque" AFR~ 6GGG 9.0 G Legendary Creature - Dinosaur 10/10 None 2 If "Tarrasque" was cast, it has haste and ward {10}.Whenever "Tarrasque" attacks, it fights target creature defending player controls. "Tiger-tribe Hunter" AFR~ 3RR 5.0 R Creature - Human Barbarian 4/4 None 2 TramplePack tactics — Whenever "Tiger-tribe Hunter" attacks, if you attacked with creatures with total power 6 or greater this combat, you may sacrifice a creature. If you do, "Tiger-tribe Hunter" deals damage to target creature equal to the sacrificed creature's power. "Venom Troll" AFR~ 3GG 5.0 G Creature - Troll 6/2 None 2 {3}{G}: Roll a d20. Activate only if "Venom Troll" is in your graveyard.1-9 | Put "Venom Troll" on top of your library.10-19 | Return "Venom Troll" from your graveyard to your hand.20 | Put "Venom Troll" from your graveyard onto the battlefield tapped. "Venom Troll" AFR~ 3GG 5.0 G Creature - Troll 6/2 None 2 {3}{G}: Roll a d20. Activate only if "Venom Troll" is in your graveyard.1-9 | Put "Venom Troll" on top of your library.10-19 | Return "Venom Troll" from your graveyard to your hand.20 | Put "Venom Troll" from your graveyard onto the battlefield tapped. +2 Mace AFR~ 1W 2.0 W Artifact - Equipment None 1 Equipped creature gets +2/+2.Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.) Adult Gold Dragon AFR~ 3RW 5.0 R W Creature - Dragon 4/3 None 2 Flying, lifelink, haste Adult Gold Dragon AFR~ 3RW 5.0 R W Creature - Dragon 4/3 None 2 Flying, lifelink, haste Air-Cult Elemental AFR~ 4UU 6.0 U Creature - Elemental 2/5 None 2 FlyingWhirlwind — When Air-Cult Elemental enters the battlefield, return up to one other target creature to its owner's hand. Bag of Holding AFR~ 1 1.0 Artifact None 1 Whenever you discard a card, exile that card from your graveyard.{2}, {T}: Draw a card, then discard a card.{4}, {T}, Sacrifice Bag of Holding: Return all cards exiled with Bag of Holding to their owner's hand. Baleful Beholder AFR~ 4BB 6.0 B Creature - Beholder 6/5 None 2 When Baleful Beholder enters the battlefield, choose one —• Antimagic Cone — Each opponent sacrifices an enchantment.• Fear Ray — Creatures you control gain menace until end of turn. (A creature with menance can't be blocked except by two or more creatures.) Baleful Beholder AFR~ 4BB 6.0 B Creature - Beholder 6/5 None 2 When Baleful Beholder enters the battlefield, choose one —• Antimagic Cone — Each opponent sacrifices an enchantment.• Fear Ray — Creatures you control gain menace until end of turn. (A creature with menance can't be blocked except by two or more creatures.) Bar the Gate AFR~ 2U 3.0 U Instant None 3 Counter target creature or planeswalker spell. Venture into the dungeon. (Enter the first room or advance to the next room.) Barrowin of Clan Undurr AFR~ 2WB 4.0 B W Legendary Creature - Dwarf Cleric 3/3 None 2 When Barrowin of Clan Undurr enters the battlefield, venture into the dungeon. (Enter the first room or advance to the next room.)Whenever Barrowin of Clan Undurr attacks, return up to one creature card with mana value 3 or less from your graveyard to the battlefield if you've completed a dungeon. Barrowin of Clan Undurr AFR~ 2WB 4.0 B W Legendary Creature - Dwarf Cleric 3/3 None 2 When Barrowin of Clan Undurr enters the battlefield, venture into the dungeon. (Enter the first room or advance to the next room.)Whenever Barrowin of Clan Undurr attacks, return up to one creature card with mana value 3 or less from your graveyard to the battlefield if you've completed a dungeon. Battle Cry Goblin AFR~ 1R 2.0 R Creature - Goblin 2/2 None 2 {1}{R}: Goblins you control get +1/+0 and gain haste until end of turn.Pack tactics — Whenever Battle Cry Goblin attacks, if you attacked with creatures with total power 6 or greater this combat, create a 1/1 red Goblin creature token that's tapped and attacking. Black Dragon AFR~ 5BB 7.0 B Creature - Dragon 4/4 None 2 FlyingAcid Breath — When Black Dragon enters the battlefield, target creature an oppon ent controls gets -3/-3 until end of turn. Black Dragon AFR~ 5BB 7.0 B Creature - Dragon 4/4 None 2 FlyingAcid Breath — When Black Dragon enters the battlefield, target creature an oppon ent controls gets -3/-3 until end of turn. Brazen Dwarf AFR~ 1R 2.0 R Creature - Dwarf Shaman 1/3 None 2 Whenever you roll one or more dice, Brazen Dwarf deals 1 damage to each opponent. Bruenor Battlehammer AFR~ 2RW 4.0 R W Legendary Creature - Dwarf Warrior 5/3 None 2 Each creature you control gets +2/+0 for each Equipment attached to it.You may pay {0} rather than pay the equip cost of the first equip ability you activate each turn. Bruenor Battlehammer AFR~ 2RW 4.0 R W Legendary Creature - Dwarf Warrior 5/3 None 2 Each creature you control gets +2/+0 for each Equipment attached to it.You may pay {0} rather than pay the equip cost of the first equip ability you activate each turn. Bulette AFR~ 3G 4.0 G Creature - Beast 3/3 None 2 At the beginning of your end step, if a creature died this turn, put a +1/+1 counter on Bulette. Bulette AFR~ 3G 4.0 G Creature - Beast 3/3 None 2 At the beginning of your end step, if a creature died this turn, put a +1/+1 counter on Bulette. Bull's Strength AFR~ 1G 2.0 G Instant None 3 Target creature gets +2/+2 and gains trample until end of turn. Untap it. Cave of the Frost Dragon AFR~ 0.0 1 Land None 0 If you control two or more other lands, Cave of the Frost Dragon enters the battlefield tapped.{T}: Add {W}.{4}{W}: Cave of the Frost Dragon becomes a 3/4 white Dragon creature with flying until end of turn. It's still a land. Cave of the Frost Dragon AFR~ 0.0 1 Land None 0 If you control two or more other lands, Cave of the Frost Dragon enters the battlefield tapped.{T}: Add {W}.{4}{W}: Cave of the Frost Dragon becomes a 3/4 white Dragon creature with flying until end of turn. It's still a land. Celestial Unicorn AFR~ 2W 3.0 W Creature - Unicorn 3/2 None 2 Whenever you gain life, put a +1/+1 counter on Celestial Unicorn. Celestial Unicorn AFR~ 2W 3.0 W Creature - Unicorn 3/2 None 2 Whenever you gain life, put a +1/+1 counter on Celestial Unicorn. Chaos Channeler AFR~ 2RR 4.0 R Creature - Human Shaman 4/3 None 2 Wild Magic Surge — Whenever Chaos Channeler attacks, roll a d20.1-9 | Exile the top card of your library. You may play it this turn.10-19 | Exile the top two cards of your library. You may play them this turn.20 | Exile the top three cards of your library. You may play them this turn. Charmed Sleep AFR~ 1UU 3.0 U Enchantment - Aura None 1 Enchant creatureWhen Charmed Sleep enters the battlefield, tap enchanted creature.Enchanted creature doesn't untap during its controller's untap step. Choose Your Weapon AFR~ 2G 3.0 G Instant None 3 Choose one —• Two-Weapon Fighting — Double target creature's power and toughness until end of turn.• Archery — This spell deals 5 damage to target creature with flying. Circle of Dreams Druid AFR~ GGG 3.0 G Creature - Elf Druid 2/1 None 2 {T}: Add {G} for each creature you control. Circle of Dreams Druid AFR~ GGG 3.0 G Creature - Elf Druid 2/1 None 2 {T}: Add {G} for each creature you control. Clattering Skeletons AFR~ 3B 4.0 B Creature - Skeleton 4/3 None 2 When Clattering Skeletons dies, venture into the dungeon. (Enter the first room or advance to the next room.) Clattering Skeletons AFR~ 3B 4.0 B Creature - Skeleton 4/3 None 2 When Clattering Skeletons dies, venture into the dungeon. (Enter the first room or advance to the next room.) Clever Conjurer AFR~ 2U 3.0 U Creature - Gnome Wizard 2/3 None 2 Mage Hand — {T}: Untap target permanent not named Clever Conjurer. Activate only as a sorcery. Cloister Gargoyle AFR~ 2W 3.0 W Artifact Creature - Gargoyle 0/4 None 2 When Cloister Gargoyle enters the battlefield, venture into the dungeon. (Enter the first room or advance to the next room.)As long as you've completed a dungeon, Cloister Gargoyle gets +3/+0 and has flying. Cloister Gargoyle AFR~ 2W 3.0 W Artifact Creature - Gargoyle 0/4 None 2 When Cloister Gargoyle enters the battlefield, venture into the dungeon. (Enter the first room or advance to the next room.)As long as you've completed a dungeon, Cloister Gargoyle gets +3/+0 and has flying. Contact Other Plane AFR~ 3U 4.0 U Instant None 3 Roll a d20.1-9 | Draw two cards.10-19 | Scry 2, then draw two cards.20 | Scry 3, then draw three cards. Critical Hit AFR~ 1R 2.0 R Instant None 3 Target creature gains double strike until end of turn.When you roll a natural 20, return Critical Hit from your graveyard to your hand. (A natural 20 is a roll that displays 20 on the die.) Dawnbringer Cleric AFR~ 1W 2.0 W Creature - Human Cleric 1/3 None 2 When Dawnbringer Cleric enters the battlefield, choose one —• Cure Wounds — You gain 2 life.• Dispel Magic — Destroy target enchantment.• Gentle Repose — Exile target card from a graveyard. Delina, Wild Mage AFR~ 3R 4.0 R Legendary Creature - Elf Shaman 3/2 None 2 Whenever Delina, Wild Mage attacks, choose target creature you control, then roll a d20.1-14 | Create a tapped and attacking token that's a copy of that creature except it's not legendary and it has "Exile this creature at end of combat."15-20 | Create one of those tokens. Roll again. Delver's Torch AFR~ 1W 2.0 W Artifact - Equipment None 1 Equipped creature gets +1/+1.Whenever equipped creature attacks, venture into the dungeon. (Enter the first room or advance to the next room.)Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.) Demilich AFR~ UUUU 4.0 U Creature - Skeleton Wizard 4/3 None 2 This spell costs {U} less to cast for each instant and sorcery you've cast this turn.Whenever Demilich attacks, exile up to one target instant or sorcery card from your graveyard. Copy it. You may cast the copy.You may cast Demilich from your graveyard by exiling four instants and/or sorcery cards from your graveyard in addition to paying its other costs. Demilich AFR~ UUUU 4.0 U Creature - Skeleton Wizard 4/3 None 2 This spell costs {U} less to cast for each instant and sorcery you've cast this turn.Whenever Demilich attacks, exile up to one target instant or sorcery card from your graveyard. Copy it. You may cast the copy.You may cast Demilich from your graveyard by exiling four instants and/or sorcery cards from your graveyard in addition to paying its other costs. Den of the Bugbear AFR~ 0.0 1 Land None 0 If you control two or more other lands, Den of the Bugbear enters the battlefield tapped.{T}: Add {R}.{3}{R}: Until end of turn, Den of the Bugbear becomes a 3/2 red Goblin creature with "Whenever this creature attacks, create a 1/1 red Goblin creature token that's tapped and attacking." It's still a land. Den of the Bugbear AFR~ 0.0 1 Land None 0 If you control two or more other lands, Den of the Bugbear enters the battlefield tapped.{T}: Add {R}.{3}{R}: Until end of turn, Den of the Bugbear becomes a 3/2 red Goblin creature with "Whenever this creature attacks, create a 1/1 red Goblin creature token that's tapped and attacking." It's still a land. Devoted Paladin AFR~ 4W 5.0 W Creature - Orc Knight 4/4 None 2 Beacon of Hope — When Devoted Paladin enters the battelfield, creatures you control get +1/+1 and gain vigilance until end of turn. Devour Intellect AFR~ B 1.0 B Sorcery None 3 Target opponent discards a card. If mana from a Treasure was spent to cast this spell, instead that player reveals their hand, you choose a nonland card from it, then that player discards a card. Displacer Beast AFR~ 2U 3.0 U Creature - Cat Beast 3/2 None 2 When Displacer Beast enters the battlefield, venture into the dungeon. (Enter the first room or advance to the next room.)Displacement — {3}{U}: Return Displacer Beast to its owner's hand. Displacer Beast AFR~ 2U 3.0 U Creature - Cat Beast 3/2 None 2 When Displacer Beast enters the battlefield, venture into the dungeon. (Enter the first room or advance to the next room.)Displacement — {3}{U}: Return Displacer Beast to its owner's hand. Djinni Windseeker AFR~ 3U 4.0 U Creature - Djinn 3/3 None 2 FlyingWhen Djinni Windseeker enters the battlefield, roll a d20.1-9 | Scry 1.10-19 | Scry 2.20 | Scry 3. Dragon Turtle AFR~ 1UU 3.0 U Creature - Dragon Turtle 3/5 None 2 FlashDrag Below — When Dragon Turtle enters the battlefield, tap it and up to one target creature an opponent controls. They don't untap during their controllers' next untap steps. Dragon Turtle AFR~ 1UU 3.0 U Creature - Dragon Turtle 3/5 None 2 FlashDrag Below — When Dragon Turtle enters the battlefield, tap it and up to one target creature an opponent controls. They don't untap during their controllers' next untap steps. Dragon's Disciple AFR~ 1W 2.0 W Creature - Human Monk 1/3 None 2 As Dragon's Disciple enters the battlefield, you may reveal a Dragon card from your hand. If you do, or if you control a Dragon, Dragon's Disciple enters the battlefield with a +1/+1 counter on it.Dragons you control have ward {1}. (Whenever a Dragon you control becomes the target of a spell or ability an opponent controls, counter it unless that player pays {1}.) Drider AFR~ 4B 5.0 B Creature - Elf Spider 4/3 None 2 ReachWhenever Drider deals combat damage to a player, create a 2/1 black Spider creature token with menace and reach. Drizzt Do'Urden AFR~ 3GW 5.0 G W Legendary Creature - Elf Ranger 3/3 None 2 Double strikeWhen Drizzt Do'Urden enters the battlefield, create Guenhwyvar, a legendary 4/1 green Cat creature token with trample.Whenever a creature dies, if it had power greater than Drizzt's power, put a number of +1/+1 counters on Drizzt equal to the difference. Drizzt Do'Urden AFR~ 3GW 5.0 G W Legendary Creature - Elf Ranger 3/3 None 2 Double strikeWhen Drizzt Do'Urden enters the battlefield, create Guenhwyvar, a legendary 4/1 green Cat creature token with trample.Whenever a creature dies, if it had power greater than Drizzt's power, put a number of +1/+1 counters on Drizzt equal to the difference. Dueling Rapier AFR~ R 1.0 R Artifact - Equipment None 1 FlashWhen Dueling Rapier enters the battlefield, attach it to target creature you control.Equipped creature gets +2/+0.Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.) Dungeon Crawler AFR~ B 1.0 B 1 Creature - Zombie 2/1 None 2 Dungeon Crawler enters the battlefield tapped.Whenever you complete a dungeon, you may return Dungeon Crawler from your graveyard to your hand. Dungeon Descent AFR~ 0.0 1 Land None 0 Dungeon Descent enters the battlefield tapped.{T}: Add {C}.{4}, {T}, Tap an untapped legendary creature you control: Venture into the dungeon. (Enter the first room or advance to the next room.) Dungeon Descent AFR~ 0.0 1 Land None 0 Dungeon Descent enters the battlefield tapped.{T}: Add {C}.{4}, {T}, Tap an untapped legendary creature you control: Venture into the dungeon. (Enter the first room or advance to the next room.) Dungeon Map AFR~ 3 3.0 Artifact None 1 {T}: Add {C}.{3}, {T}: Venture into the dungeon. Activate only as a sorcery. (Enter the first room or advance to the next room.) Dwarfhold Champion AFR~ 1W 2.0 W Creature - Dwarf Warrior 3/1 None 2 As long as Dwarfhold Champion is equipped, it gets +0/+2. Earth-Cult Elemental AFR~ 4RR 6.0 R Creature - Elemental 6/6 None 2 Siege Monster — When Earth-Cult Elemental enters the battlefield, roll a d20.1-9 | Each player sacrifices a permanent.10-19 | Each opponent sacrifices a permanent.20 | Each opponent sacrifices two permanents. Ebondeath, Dracolich AFR~ 2BB 4.0 B 1 Legendary Creature - Zombie Dragon 5/2 None 2 FlashFlyingEbondeath, Dracolich enters the battlefield tapped.You may cast Ebondeath, Dracolich from your graveyard if a creature not named Ebondeath, Dracolich died this turn. Ebondeath, Dracolich AFR~ 2BB 4.0 B 1 Legendary Creature - Zombie Dragon 5/2 None 2 FlashFlyingEbondeath, Dracolich enters the battlefield tapped.You may cast Ebondeath, Dracolich from your graveyard if a creature not named Ebondeath, Dracolich died this turn. Eccentric Apprentice AFR~ 2U 3.0 U Creature - Tiefling Wizard 2/2 None 2 FlyingWhen Eccentric Apprentice enters the battlefield, venture into the dungeon. (Enter the first room or advance to the next room.)At the beginning of combat on your turn, if you've completed a dungeon, up to one target creature becomes a Bird with base power and toughness 1/1 and flying until end of turn. Ellywick Tumblestrum AFR~ 2GG 4.0 G Legendary Planeswalker - Ellywick 4 1 +1: Venture into the dungeon. (Enter the first room or advance to the next room.)−2: Look at the top six cards of your library. You may reveal a creature card from among them and put it into your hand. If it's legendary, you gain 3 life. Put the rest on the bottom of your library in a random order.−7: You get an emblem with "Creatures you control have trample and haste and get +2/+2 for each differently named dungeon you've completed." Ellywick Tumblestrum AFR~ 2GG 4.0 G Legendary Planeswalker - Ellywick 4 1 +1: Venture into the dungeon. (Enter the first room or advance to the next room.)−2: Look at the top six cards of your library. You may reveal a creature card from among them and put it into your hand. If it's legendary, you gain 3 life. Put the rest on the bottom of your library in a random order.−7: You get an emblem with "Creatures you control have trample and haste and get +2/+2 for each differently named dungeon you've completed." Elturgard Ranger AFR~ 4G 5.0 G Creature - Human Elf Ranger 4/1 None 2 ReachWhen Elturgard Ranger enters the battlefield, create a 2/2 green Wolf creature token. Evolving Wilds AFR~ 0.0 Land None 0 {T}, Sacrifice Evolving Wilds: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Evolving Wilds AFR~ 0.0 Land None 0 {T}, Sacrifice Evolving Wilds: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Fates' Reversal AFR~ 1B 2.0 B Sorcery None 3 Return up to one target creature card from your graveyard to your hand. Venture into the dungeon. (Enter the first room or advance to the next room.) Feign Death AFR~ B 1.0 B Instant None 3 Until end of turn, target creature gains "When this creature dies, return it to the battlefield tapped under it owner's control with a +1/+1 counter on it." Feywild Trickster AFR~ 2U 3.0 U Creature - Gnome Warlock 2/2 None 2 Whenever you roll one or more dice, create a 1/1 blue Faerie Dragon creature token with flying. Fifty Feet of Rope AFR~ 1 1.0 Artifact None 1 Climb Over — {T}: Target Wall can't block this turn.Tie Up — {3}, {T}: Target creature doesn't untap during its controller's next untap step.Rappel Down — {4}, {T}: Venture into the dungeon. Activate only as a sorcery. (Enter the first room or advance to the next room.) Find the Path AFR~ 2G 3.0 G Enchantment - Aura None 1 Enchant landWhen Find the Path enters the battlefield, venture into the dungeon. (Enter the first room or advance to the next room.)Enchanted land has "{T}: Add {G}{G}." Flameskull AFR~ 1RR 3.0 R Creature - Skeleton 3/1 None 2 FlyingFlameskull can't block.Rejuvenation — When Flameskull dies, exile it. If you do, exile the top card of your library. Until the end of your next turn, you may play one of those cards. (If you cast Flameskull this way, you can't play the other card, and vice versa.) Flameskull AFR~ 1RR 3.0 R Creature - Skeleton 3/1 None 2 FlyingFlameskull can't block.Rejuvenation — When Flameskull dies, exile it. If you do, exile the top card of your library. Until the end of your next turn, you may play one of those cards. (If you cast Flameskull this way, you can't play the other card, and vice versa.) Flumph AFR~ 1W 2.0 W Creature - Jellyfish 0/4 None 2 Defender, flyingWhenever Flumph is dealt damage, you and target opponent each draw a card. Flumph AFR~ 1W 2.0 W Creature - Jellyfish 0/4 None 2 Defender, flyingWhenever Flumph is dealt damage, you and target opponent each draw a card. Fly AFR~ U 1.0 U Enchantment - Aura None 1 Enchant creatureEnchanted creature has flying and "Whenever this creature deals combat damage to a player, venture into the dungeon." (Enter the first room or advance to the next room.) Forest AFR~ 0.0 Basic Land - Forest None 0 ({T}: Add {G}.) Forest AFR~ 0.0 Basic Land - Forest None 0 ({T}: Add {G}.) Forest AFR~ 0.0 Basic Land - Forest None 0 ({T}: Add {G}.) Forest AFR~ 0.0 Basic Land - Forest None 0 ({T}: Add {G}.) Froghemoth AFR~ 3GG 5.0 G Creature - Frog Horror 4/4 None 2 Trample, hasteWhenever Froghemoth deals combat damage to a player, exile up to that many target cards from their graveyard. Put a +1/+1 counter on Froghemoth for each creature exiled this way. You gain 1 life for each noncreature card exiled this way. Froghemoth AFR~ 3GG 5.0 G Creature - Frog Horror 4/4 None 2 Trample, hasteWhenever Froghemoth deals combat damage to a player, exile up to that many target cards from their graveyard. Put a +1/+1 counter on Froghemoth for each creature exiled this way. You gain 1 life for each noncreature card exiled this way. Gelatinous Cube AFR~ 2BB 4.0 B Creature - Ooze 4/3 None 2 Engulf — When Gelatinous Cube enters the battlefield, exile target non-Ooze creature an opponent controls until Gelatinous Cube leaves the battlefield.Dissolve — {X}{B}: Put target creature card with mana value X exiled with Gelatinous Cube into its owner's graveyard. Gelatinous Cube AFR~ 2BB 4.0 B Creature - Ooze 4/3 None 2 Engulf — When Gelatinous Cube enters the battlefield, exile target non-Ooze creature an opponent controls until Gelatinous Cube leaves the battlefield.Dissolve — {X}{B}: Put target creature card with mana value X exiled with Gelatinous Cube into its owner's graveyard. Gloom Stalker AFR~ 2W 3.0 W Creature - Dwarf Ranger 2/3 None 2 As long as you've completed a dungeon, Gloom Stalker has double strike. Gnoll Hunter AFR~ 1G 2.0 G Creature - Gnoll 2/2 None 2 Pact tactics — Whenever Gnoll Hunter attacks, if you attacked with creatures with total power 6 or greater this combat, put a +1/+1 counter on Gnoll Hunter. Gnoll Hunter AFR~ 1G 2.0 G Creature - Gnoll 2/2 None 2 Pact tactics — Whenever Gnoll Hunter attacks, if you attacked with creatures with total power 6 or greater this combat, put a +1/+1 counter on Gnoll Hunter. Goblin Javelineer AFR~ R 1.0 R Creature - Goblin Warrior 1/1 None 2 HasteWhenever Goblin Javelineer becomes blocked, it deals 1 damage to target creature blocking it. Goblin Javelineer AFR~ R 1.0 R Creature - Goblin Warrior 1/1 None 2 HasteWhenever Goblin Javelineer becomes blocked, it deals 1 damage to target creature blocking it. Goblin Morningstar AFR~ 1R 2.0 R Artifact - Equipment None 1 Equipped creature gets +1/+0 and has trample.Equip {1}{R}When Goblin Morningstar enters the battlefield, roll a d20.1-9 | Create a 1/1 red Goblin creature token.10-20 | Create a 1/1 red Goblin creature token, then attach Goblin Morningstar more it. Grazilaxx, Illithid Scholar AFR~ 1UU 3.0 U Legendary Creature - Horror 3/2 None 2 Whenever a creature you control becomes blocked, you may return it to its owner's hand.Whenever one or more creatures you control deal combat damage to a player, draw a card. Grazilaxx, Illithid Scholar AFR~ 1UU 3.0 U Legendary Creature - Horror 3/2 None 2 Whenever a creature you control becomes blocked, you may return it to its owner's hand.Whenever one or more creatures you control deal combat damage to a player, draw a card. Green Dragon AFR~ 4GG 6.0 G Creature - Dragon 4/4 None 2 FlyingPoison Breath — When Green Dragon enters the battlefield, until end of turn, whenever a creature an opponent controls is dealt damage, destroy it. Green Dragon AFR~ 4GG 6.0 G Creature - Dragon 4/4 None 2 FlyingPoison Breath — When Green Dragon enters the battlefield, until end of turn, whenever a creature an opponent controls is dealt damage, destroy it. Gretchen Titchwillow AFR~ GU 2.0 G U Legendary Creature - Halfling Druid 0/4 None 2 {2}{G}{U}: Draw a card. You may put a land card from your hand onto the battlefield. Gretchen Titchwillow AFR~ GU 2.0 G U Legendary Creature - Halfling Druid 0/4 None 2 {2}{G}{U}: Draw a card. You may put a land card from your hand onto the battlefield. Grim Wanderer AFR~ 1B 2.0 B Creature - Goblin Warlock 5/3 None 2 FlashTragic Backstory — Cast this spell only if a creature died this turn. Guardian of Faith AFR~ 1WW 3.0 W Creature - Spirit Knight 3/2 None 2 FlashVigilanceWhen Guardian of Faith enters the battlefield, any number of other target creatures you control phase out. (Treat them and anything attached to them as though they don't exist until their controller's next turn.) Guardian of Faith AFR~ 1WW 3.0 W Creature - Spirit Knight 3/2 None 2 FlashVigilanceWhen Guardian of Faith enters the battlefield, any number of other target creatures you control phase out. (Treat them and anything attached to them as though they don't exist until their controller's next turn.) Guild Thief AFR~ 1U 2.0 U Creature - Orc Rogue 1/1 None 2 Whenever Guild Thief deals combat damage to a player, put a +1/+1 counter on it.Cunning Action — {3}{U}: Guild Thief can't be blocked this turn. Half-Elf Monk AFR~ 3W 4.0 W Creature - Human Elf Monk 1/4 None 2 VigilanceStunning Strike — {1}{W}, {T}: Tap target creature. Hama Pashar, Ruin Seeker AFR~ 1WU 3.0 U W Legendary Creature - Human Wizard 2/3 None 2 Room abilities of dungeons your own trigger an additional time. Hama Pashar, Ruin Seeker AFR~ 1WU 3.0 U W Legendary Creature - Human Wizard 2/3 None 2 Room abilities of dungeons your own trigger an additional time. Hill Giant Herdgorger AFR~ 4GG 6.0 G Creature - Giant 7/6 None 2 When Hill Giant Herdgorger enters the battlefield, you gain 3 life. Hired Hexblade AFR~ 1B 2.0 B Creature - Elf Warlock 2/2 None 2 When Hired Hexblade enters the battlefield, if mana from a Treasure was spent to cast it, you draw a card and you lose 1 life. Hive of the Eye Tyrant AFR~ 0.0 1 Land None 0 If you control two or more other lands, Hive of the Eye Tyrant enters the battlefield tapped.{T}: Add {B}.{3}{B}: Until end of turn, Hive of the Eye Tyrant becomes a 3/3 black Beholder creature with menace and "Whenever this creature attacks, exile target card from defending player's graveyard." It's still a land. Hive of the Eye Tyrant AFR~ 0.0 1 Land None 0 If you control two or more other lands, Hive of the Eye Tyrant enters the battlefield tapped.{T}: Add {B}.{3}{B}: Until end of turn, Hive of the Eye Tyrant becomes a 3/3 black Beholder creature with menace and "Whenever this creature attacks, exile target card from defending player's graveyard." It's still a land. Hoarding Ogre AFR~ 3R 4.0 R Creature - Ogre 3/3 None 2 Whenever Hoarding Ogre attacks, roll a d20.1-9 | Create a Treasure token. (It's an artifact with "{T}, Sacrifice this artifact: Add one mana of any color.")10-19 | Create two Treasure tokens.20 | Create three Treasure tokens. Hobgoblin Captain AFR~ 1R 2.0 R Creature - Goblin Barbarian 3/1 None 2 Pack tactics — Whenever Hobgoblin Captain attacks, if you attacked with creatures with total power 6 or greater this combat, Hobgoblin Captain gains first strike until end of turn. Hulking Bugbear AFR~ 1RR 3.0 R Creature - Goblin 3/3 None 2 Haste Hunter's Mark AFR~ 3G 4.0 G Instant None 3 This spell costs {3} less to cast if it targets a blue permanent you don't control.This spell can't be countered.Target creature you control gets +1/+1 until end of turn. Then it deals damage equal to its power to target creature or planeswalker you don't control. Icingdeath, Frost Tyrant AFR~ 2WW 4.0 W Legendary Creature - Dragon 4/3 None 2 Flying, vigilanceWhen Icingdeath, Frost Tyrant dies, create Icingdeath, Frost Tongue, a legendary white Equipment artifact token with "Equipped creature gets +2/+0", "Whenever equipped creature attacks, tap target creature defending player controls," and equip {2}. Icingdeath, Frost Tyrant AFR~ 2WW 4.0 W Legendary Creature - Dragon 4/3 None 2 Flying, vigilanceWhen Icingdeath, Frost Tyrant dies, create Icingdeath, Frost Tongue, a legendary white Equipment artifact token with "Equipped creature gets +2/+0", "Whenever equipped creature attacks, tap target creature defending player controls," and equip {2}. Improvised Weaponry AFR~ 2R 3.0 R Sorcery None 3 Improvised Weaponry deals 2 damage to any target. Create a Treasure token. (It's an artifact with "{T}, Sacrifice this artifact: Add one mana of any color.") Inspiring Bard AFR~ 3G 4.0 G Creature - Elf Bard 3/3 None 2 When Inspiring Bard enters the battlefield, choose one —• Bardic Inspiration — Target creature gets +2/+2 until end of turn.• Song of Rest — You gain 3 life. Instrument of the Bards AFR~ G 1.0 G Legendary Artifact None 1 At the beginning of your upkeep, you may put a harmony counter on Instrument of Bards.{3}{G}, {T}: Search your library for a creature card with mana value equal to the number of harmony counters on Instrument of Bards, reveal it, and put it into your hand. If that card is legendary, create a Treasure token. Then shuffle. Instrument of the Bards AFR~ G 1.0 G Legendary Artifact None 1 At the beginning of your upkeep, you may put a harmony counter on Instrument of Bards.{3}{G}, {T}: Search your library for a creature card with mana value equal to the number of harmony counters on Instrument of Bards, reveal it, and put it into your hand. If that card is legendary, create a Treasure token. Then shuffle. Intrepid Outlander AFR~ 1G 2.0 G Creature - Orc Ranger 2/3 None 2 ReachPack tactics — Whenever Intrepid Outlander attacks, if you attacked with creatures with total power 6 or greater this combat, venture into the dungeon. (Enter the first room or advance to the next room.) Island AFR~ 0.0 Basic Land - Island None 0 ({T}: Add {U}.) Island AFR~ 0.0 Basic Land - Island None 0 ({T}: Add {U}.) Island AFR~ 0.0 Basic Land - Island None 0 ({T}: Add {U}.) Island AFR~ 0.0 Basic Land - Island None 0 ({T}: Add {U}.) Jaded Sell-Sword AFR~ 3R 4.0 R Creature - Dragon Warrior 4/3 None 2 When Jaded Sell-Sword enters the battlefield, if mana from a Treasure was spent to cast it, it gains first strike and haste until end of turn. Kalain, Reclusive Painter AFR~ BR 2.0 B R Legendary Creature - Human Elf Bard 1/2 None 2 When Kalain, Reclusive Painter enters the battlefield, create a Treasure token. (It's an artifact with "{T}, Sacrifice this artifact: Add one mana of any color.")Other creatures you control enter the battlefield with an additional +1/+1 counter on them for each mana from a Treasure spent to cast them. Kalain, Reclusive Painter AFR~ BR 2.0 B R Legendary Creature - Human Elf Bard 1/2 None 2 When Kalain, Reclusive Painter enters the battlefield, create a Treasure token. (It's an artifact with "{T}, Sacrifice this artifact: Add one mana of any color.")Other creatures you control enter the battlefield with an additional +1/+1 counter on them for each mana from a Treasure spent to cast them. Kick in the Door AFR~ R 1.0 R Sorcery None 3 Put a +1/+1 counter on target creature. That creature gains haste until end of turn and can't be blocked by Walls this turn. Venture into the dungeon. (Enter the first room or advance to the next room.) Lightfoot Rogue AFR~ 1B 2.0 B Creature - Halfling Rogue 2/1 None 2 Sneak Attack — Whenever Lightfoot Rogue attacks, roll a d20.1-9 | Lightfoot Rogue gains deathtouch until end of turn.10-19 | It gets +1/+0 and gains deathtouch until end of turn.20 | It gets +3/+0 and gains first strike and deathtouch until end of turn. Lolth, Spider Queen AFR~ 3BB 5.0 B Legendary Planeswalker - Lolth 4 1 Whenever a creature you control dies, put a loyalty counter on Lolth, Spider Queen.0: You draw a card and you lose 1 life.−3: Create two 2/1 black Spider creature tokens with menace and reach.−8: You get an emblem with "Whenever an opponent is dealt combat damage by one or more creatures you control, if that player lost less than 8 life this turn, they lose life equal to the difference." Lolth, Spider Queen AFR~ 3BB 5.0 B Legendary Planeswalker - Lolth 4 1 Whenever a creature you control dies, put a loyalty counter on Lolth, Spider Queen.0: You draw a card and you lose 1 life.−3: Create two 2/1 black Spider creature tokens with menace and reach.−8: You get an emblem with "Whenever an opponent is dealt combat damage by one or more creatures you control, if that player lost less than 8 life this turn, they lose life equal to the difference." Manticore AFR~ 3B 4.0 B Creature - Manticore 2/1 None 2 FlashFlyingTail Spikes — When Manticore enters the battlefield, destroy target creature an opponent controls that was dealt damage this turn. Manticore AFR~ 3B 4.0 B Creature - Manticore 2/1 None 2 FlashFlyingTail Spikes — When Manticore enters the battlefield, destroy target creature an opponent controls that was dealt damage this turn. Meteor Swarm AFR~ XRRR 3.0 R Sorcery None 3 Meteor Swarm deals 8 damage divided as you choose among X target creatures and/or planeswalkers. Meteor Swarm AFR~ XRRR 3.0 R Sorcery None 3 Meteor Swarm deals 8 damage divided as you choose among X target creatures and/or planeswalkers. Mimic AFR~ 2 2.0 Artifact - Treasure None 1 {T}, Sacrifice Mimic: Add one mana of any color.{2}: Mimic becomes a Shapeshifter artifact creature with base power and toughness 3/3 until end of turn. Mimic AFR~ 2 2.0 Artifact - Treasure None 1 {T}, Sacrifice Mimic: Add one mana of any color.{2}: Mimic becomes a Shapeshifter artifact creature with base power and toughness 3/3 until end of turn. Minimus Containment AFR~ 2W 3.0 W Enchantment - Aura None 1 Enchant nonland permanentEnchanted permanent is a Treasure artifact with "{T}, Sacrifice this artifact: Add one mana of any color," and it loses all other abilities. (If it was a creature, it's no longer a creature.) Minion of the Mighty AFR~ R 1.0 R Creature - Kobold 0/1 None 2 MenacePack tactics — Whenever Minion of the Mighty attacks, if you attacked with creatures wih total power 6 or greater this combat, you may put a Dragon creature card from your hand onto the battlefield tapped and attacking. Minion of the Mighty AFR~ R 1.0 R Creature - Kobold 0/1 None 2 MenacePack tactics — Whenever Minion of the Mighty attacks, if you attacked with creatures wih total power 6 or greater this combat, you may put a Dragon creature card from your hand onto the battlefield tapped and attacking. Moon-Blessed Cleric AFR~ 2W 3.0 W Creature - Human Elf Cleric 3/2 None 2 Divine Intervention — When Moon-Blessed Cleric enters the battlefield, you may search your library for an enchantment card, reveal it, then shuffle and put that card on top. Mordenkainen's Polymorph AFR~ 1U 2.0 U Instant None 3 Until end of turn, target creature becomes a Dragon with base power and toughness 4/4 and gains flying. (It loses all other creature types.) Mountain AFR~ 0.0 Basic Land - Mountain None 0 ({T}: Add {R}.) Mountain AFR~ 0.0 Basic Land - Mountain None 0 ({T}: Add {R}.) Mountain AFR~ 0.0 Basic Land - Mountain None 0 ({T}: Add {R}.) Mountain AFR~ 0.0 Basic Land - Mountain None 0 ({T}: Add {R}.) Nadaar, Selfless Paladin AFR~ 2W 3.0 W Legendary Creature - Dragon Knight 3/3 None 2 VigilanceWhenever Nadaar, Selfless Paladin enters the battlefield or attacks, venture into the dungeon. (Enter the first room or advance to the next room.)Other creatures you control get +1/+1 as long as you've completed a dungeon. Nadaar, Selfless Paladin AFR~ 2W 3.0 W Legendary Creature - Dragon Knight 3/3 None 2 VigilanceWhenever Nadaar, Selfless Paladin enters the battlefield or attacks, venture into the dungeon. (Enter the first room or advance to the next room.)Other creatures you control get +1/+1 as long as you've completed a dungeon. Ochre Jelly AFR~ XG 1.0 G Creature - Ooze 0/0 None 2 TrampleOchre Jelly enters the battlefield with X +1/+1 counters on it.Split — When Ochre Jelly dies, if it had two more +1/+1 counters on it, create a token that's a copy of it at the beginning of the next end step. That token enters the battlefield with half that many +1/+1 counters on it, rounded down. Ochre Jelly AFR~ XG 1.0 G Creature - Ooze 0/0 None 2 TrampleOchre Jelly enters the battlefield with X +1/+1 counters on it.Split — When Ochre Jelly dies, if it had two more +1/+1 counters on it, create a token that's a copy of it at the beginning of the next end step. That token enters the battlefield with half that many +1/+1 counters on it, rounded down. Orb of Dragonkind AFR~ 1R 2.0 R Artifact None 1 {1}, {T}: Add two mana in any combination of colors. Spend this mana only to cast Dragon spells or to activate abilities of Dragons.{R}, {T}, Sacrifice Orb of Dragonkind: Look at the top seven cards of your library. You may reveal a Dragon card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. Orb of Dragonkind AFR~ 1R 2.0 R Artifact None 1 {1}, {T}: Add two mana in any combination of colors. Spend this mana only to cast Dragon spells or to activate abilities of Dragons.{R}, {T}, Sacrifice Orb of Dragonkind: Look at the top seven cards of your library. You may reveal a Dragon card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. Orcus, Prince of Undeath AFR~ X2BR 4.0 B R Legendary Creature - Demon 5/3 None 2 Flying, trampleWhen Orcus, Prince of Undeath enters the battlefield, choose one —• Each other creature gets -X/-X until end of turn. You lose X life.• Return up to X target creature cards with total mana value X or less from your graveyard to the battlefield. They gain haste until end of turn. Orcus, Prince of Undeath AFR~ X2BR 4.0 B R Legendary Creature - Demon 5/3 None 2 Flying, trampleWhen Orcus, Prince of Undeath enters the battlefield, choose one —• Each other creature gets -X/-X until end of turn. You lose X life.• Return up to X target creature cards with total mana value X or less from your graveyard to the battlefield. They gain haste until end of turn. Owlbear AFR~ 3GG 5.0 G Creature - Bird Bear 4/4 None 2 TrampleKeen senses — When Owlbear enters the battlefield, draw a card. Owlbear AFR~ 3GG 5.0 G Creature - Bird Bear 4/4 None 2 TrampleKeen senses — When Owlbear enters the battlefield, draw a card. Pixie Guide AFR~ 1U 2.0 U Creature - Faerie 1/3 None 2 FlyingGrant an Advantage — if you would roll one or more dice, instead roll that many dice plus one and ignore the lowest roll. Pixie Guide AFR~ 1U 2.0 U Creature - Faerie 1/3 None 2 FlyingGrant an Advantage — if you would roll one or more dice, instead roll that many dice plus one and ignore the lowest roll. Plains AFR~ 0.0 Basic Land - Plains None 0 ({T}: Add {W}.) Plains AFR~ 0.0 Basic Land - Plains None 0 ({T}: Add {W}.) Plains AFR~ 0.0 Basic Land - Plains None 0 ({T}: Add {W}.) Plains AFR~ 0.0 Basic Land - Plains None 0 ({T}: Add {W}.) Planar Ally AFR~ 3WW 5.0 W Creature - Angel 3/3 None 2 FlyingWhenever Planar Ally attacks, venture into the dungeon. (Enter the first room or advance to the next room.) Plundering Barbarian AFR~ 2R 3.0 R Creature - Dwarf Barbarian 2/2 None 2 When Plundering Barbarian enters the battlefield, choose one —• Smash the Chest — Destroy target artifact.• Pry It Open — Creature a Treasure token. (It's an artifact with "{T}, Sacrifice this artifact: Add one mana of any color.") Portable Hole AFR~ W 1.0 W Artifact None 1 When Portable Hole enters the battlefield, exile target nonland permanent an opponent controls with mana value 2 or less until Portable Hole leaves the battlefield. Portable Hole AFR~ W 1.0 W Artifact None 1 When Portable Hole enters the battlefield, exile target nonland permanent an opponent controls with mana value 2 or less until Portable Hole leaves the battlefield. Power Word Kill AFR~ 1B 2.0 B Instant None 3 Destroy target non-Angel, non-Demon, non-Devil, non-Dragon creature. Power Word Kill AFR~ 1B 2.0 B Instant None 3 Destroy target non-Angel, non-Demon, non-Devil, non-Dragon creature. Power of Persuasion AFR~ 2U 3.0 U Sorcery None 3 Choose target creature an opponent controls, then roll a d20.1-9 | Return it to its owner's hand.10-19 | Its owner puts it on the top of bottom of their library.20 | Gain control of it until end of your next turn. Precipitous Drop AFR~ 2B 3.0 B Enchantment - Aura None 1 Enchant creatureWhen Precipitous Drop enters the battlefield, venture into the dungeon. (Enter the first room or advance to the next room.)Enchanted creature gets -2/-2. It gets -5/-5 instead as long as you've completed a dungeon. Prosperous Innkeeper AFR~ 1G 2.0 G Creature - Halfling Citizen 1/1 None 2 When Prosperous Innkeeper enters the battlefield, create a Treasure token. (It's an artifact with "{T}, Sacrifice this artifact: Add one mana of any color.")Whenever another creature enters the battlefield under your control, you gain 1 life. Prosperous Innkeeper AFR~ 1G 2.0 G Creature - Halfling Citizen 1/1 None 2 When Prosperous Innkeeper enters the battlefield, create a Treasure token. (It's an artifact with "{T}, Sacrifice this artifact: Add one mana of any color.")Whenever another creature enters the battlefield under your control, you gain 1 life. Purple Worm AFR~ 5GG 7.0 G Creature - Worm 8/7 None 2 This spell costs {2} less to cast if a creature died this turn.Ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.) Purple Worm AFR~ 5GG 7.0 G Creature - Worm 8/7 None 2 This spell costs {2} less to cast if a creature died this turn.Ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.) Ranger's Hawk AFR~ W 1.0 W Creature - Bird 1/1 None 2 Flying{3}, {T}, Tap another untapped creature you control: Venture into the dungeon. Activate only as a sorcery. (Enter the first room or advance to the next room.) Ray of Frost AFR~ 1U 2.0 U Enchantment - Aura None 1 FlashEnchant creatureWhen Ray of Frost enters the battlefield, if enchanted creature is red, tap it.Enchanted creature loses all abilities as long as it is red.Enchanted creature doesn't untap during its controller's untap step. Red Dragon AFR~ 4RR 6.0 R Creature - Dragon 4/4 None 2 FlyingFire Breath — When Red Dragon enters the battlefield, it deals 4 damage to each opponent. Rimeshield Frost Giant AFR~ 3UU 5.0 U Creature - Giant Warrior 4/5 None 2 Ward {3} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {3}.) Rimeshield Frost Giant AFR~ 3UU 5.0 U Creature - Giant Warrior 4/5 None 2 Ward {3} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {3}.) Scion of Stygia AFR~ 2U 3.0 U Creature - Tiefling Shaman 2/1 None 2 FlashCone of Cold — When Scion of Stygia enters the battlefield, choose target creature an opponent controls, then roll a d20.1-9 | Tap that creature.10-20 | Tap that creature. It doesn't untap during its controller's next untap step. Secret Door AFR~ U 1.0 U Artifact Creature - Wall 0/4 None 2 Defender{4}{U}: Venture into the dungeon. Activate only as a sorcery. (Enter the first room or advance to the next room.) Shambling Ghast AFR~ B 1.0 B Creature - Zombie 1/1 None 2 When Shambling Ghast dies, choose one —• Brave the Stench — Target creature an opponent controls -1/-1 until end of turn.• Search the Body — Create a Treasure token. (It's an artifact with "{T}, Sacrifice this artifact: Add one mana of any color.") Shessra, Death's Whisper AFR~ 2BG 4.0 B G Legendary Creature - Human Elf Warlock 1/3 None 2 Bewitching Whispers — When Shessra, Death's Whisper enters the battlefield, target creature blocks this turn if able.Whispers of the Grave — At the beginning of your end step, if a creature died this turn, you may pay 2 life. If you do, draw a card. Shessra, Death's Whisper AFR~ 2BG 4.0 B G Legendary Creature - Human Elf Warlock 1/3 None 2 Bewitching Whispers — When Shessra, Death's Whisper enters the battlefield, target creature blocks this turn if able.Whispers of the Grave — At the beginning of your end step, if a creature died this turn, you may pay 2 life. If you do, draw a card. Shocking Grasp AFR~ 1U 2.0 U Instant None 3 Target creature gets -2/-0 until end of turn.Draw a card. Shortcut Seeker AFR~ 3U 4.0 U Creature - Human Rogue 2/5 None 2 Whenever Shortcut Seeker deals combat damage to a player, venture into the dungeon. (Enter the first room or advance to the next room.) Sphere of Annihilation AFR~ XB 1.0 B Artifact None 1 Sphere of Annihilation enters the battlefield with X void counters on it.At the beginning of your upkeep, exile Sphere of Annihilation, all creatuers and planeswalkers with mana value less than or equal to the number of void counters on it, and all creature and planeswalker cards in all graveyards with mana value less than or equal to the number of void counters on it. Sphere of Annihilation AFR~ XB 1.0 B Artifact None 1 Sphere of Annihilation enters the battlefield with X void counters on it.At the beginning of your upkeep, exile Sphere of Annihilation, all creatuers and planeswalkers with mana value less than or equal to the number of void counters on it, and all creature and planeswalker cards in all graveyards with mana value less than or equal to the number of void counters on it. Spike Pit Trap AFR~ 1 1.0 Artifact None 1 Flash{5}, {T}, Sacrifice Spike Pit Trap: Choose target creature, then roll a d20.1-9 | Spiked Pit Trap deals 5 damage to that creature.10-20 | Spike Pit Trap deals 5 damage to that creature. Create a Treasure token. Swamp AFR~ 0.0 Basic Land - Swamp None 0 ({T}: Add {B}.) Swamp AFR~ 0.0 Basic Land - Swamp None 0 ({T}: Add {B}.) Swamp AFR~ 0.0 Basic Land - Swamp None 0 ({T}: Add {B}.) Swamp AFR~ 0.0 Basic Land - Swamp None 0 ({T}: Add {B}.) Swarming Goblins AFR~ 4R 5.0 R Creature - Goblin 4/3 None 2 When Swarming Goblins enters the battlefield, roll a d20.1-9 | Create a 1/1 red Goblin creature token.10-19 | Create two of those tokens.20 | Create three of those tokens. Targ Nar, Demon-Fang Gnoll AFR~ RG 2.0 G R Legendary Creature - Gnoll 2/2 None 2 Pack tactics — Whenever Targ Nar, Demon-Fang Gnoll attacks, if you attacked with creatures with total power 6 or greater this combat, attacking creatures get +1/+0 until end of turn.{2}{R}{G}: Double Targ Nar's power and toughness until end of turn. Tasha's Hideous Laughter AFR~ 1UU 3.0 U Sorcery None 3 Each opponent exiles cards from the top of their library until that player has exiled cards with total mana value 20 or more. Tasha's Hideous Laughter AFR~ 1UU 3.0 U Sorcery None 3 Each opponent exiles cards from the top of their library until that player has exiled cards with total mana value 20 or more. The Blackstaff of Waterdeep AFR~ U 1.0 U Legendary Artifact None 1 You many choose not to untap The Blackstaff of Waterdeep during your untap step.Animate Walking Statue — {1}{U}, {T}: Another target artifact you control becomes a 4/4 artifact creature for as long as The Blackstaff of Waterdeep remains tapped. Activate only as a sorcery. The Blackstaff of Waterdeep AFR~ U 1.0 U Legendary Artifact None 1 You many choose not to untap The Blackstaff of Waterdeep during your untap step.Animate Walking Statue — {1}{U}, {T}: Another target artifact you control becomes a 4/4 artifact creature for as long as The Blackstaff of Waterdeep remains tapped. Activate only as a sorcery. The Book of Vile Darkness AFR~ BBB 3.0 B Legendary Artifact None 1 At the beginning of your end step, if you lost 2 or more life this turn, create a 2/2 black Zombie creature token.{T}, Exile The Book of Vile Darkness and artifacts you control named Eye of Vecna and Hand of Vecna: Create Vecna, a legendary 8/8 black Zombie God creature token with indestructible. It gains all triggered abilities of the exiled cards. The Book of Vile Darkness AFR~ BBB 3.0 B Legendary Artifact None 1 At the beginning of your end step, if you lost 2 or more life this turn, create a 2/2 black Zombie creature token.{T}, Exile The Book of Vile Darkness and artifacts you control named Eye of Vecna and Hand of Vecna: Create Vecna, a legendary 8/8 black Zombie God creature token with indestructible. It gains all triggered abilities of the exiled cards. The Deck of Many Things AFR~ 5 5.0 Legendary Artifact None 1 {2}, {T}: Roll a d20 and subtract the number of cards in your hand. If the result is 0 or less, discard your hand.1-9 | Return a card at random from your graveyard to your hand.10-19 | Draw two cards.20 | Put a creature card from any graveyard onto the battlefield under your control. When that creature dies, its owner loses the game. The Deck of Many Things AFR~ 5 5.0 Legendary Artifact None 1 {2}, {T}: Roll a d20 and subtract the number of cards in your hand. If the result is 0 or less, discard your hand.1-9 | Return a card at random from your graveyard to your hand.10-19 | Draw two cards.20 | Put a creature card from any graveyard onto the battlefield under your control. When that creature dies, its owner loses the game. Tiamat AFR~ 2WUBRG 7.0 B G R U W Legendary Creature - Dragon God 7/7 None 2 FlyingWhen Tiamat enters the battlefield, if you cast it, search your library for up to five Dragon cards not named Tiamat that each have different names, reveal them, put them into your hand, then shuffle. Tiamat AFR~ 2WUBRG 7.0 B G R U W Legendary Creature - Dragon God 7/7 None 2 FlyingWhen Tiamat enters the battlefield, if you cast it, search your library for up to five Dragon cards not named Tiamat that each have different names, reveal them, put them into your hand, then shuffle. Tiamat AFR~ 2WUBRG 7.0 B G R U W Legendary Creature - Dragon God 7/7 None 2 FlyingWhen Tiamat enters the battlefield, if you cast it, search your library for up to five Dragon cards not named Tiamat that each have different names, reveal them, put them into your hand, then shuffle. Treasure Chest AFR~ 3 3.0 Artifact None 1 {4}, Sacrifice Treasure Chest: Roll a d20.1 | Trapped! — You lose 3 life.2-9 | Create five Treasure tokens.10-19 | You gain 3 life and draw three cards.20 | Search your library for a card. If it's an artifact card you may put it onto the battlefield. Otherwise, put that card into your hand. Then shuffle. Treasure Chest AFR~ 3 3.0 Artifact None 1 {4}, Sacrifice Treasure Chest: Roll a d20.1 | Trapped! — You lose 3 life.2-9 | Create five Treasure tokens.10-19 | You gain 3 life and draw three cards.20 | Search your library for a card. If it's an artifact card you may put it onto the battlefield. Otherwise, put that card into your hand. Then shuffle. Trelasarra Moon Dancer AFR~ GW 2.0 G W Legendary Creature - Elf Cleric 2/2 None 2 Whenever you gain life, put a +1/+1 counter on Trelasarra Moon Dancer and scry 1. Trelasarra Moon Dancer AFR~ GW 2.0 G W Legendary Creature - Elf Cleric 2/2 None 2 Whenever you gain life, put a +1/+1 counter on Trelasarra Moon Dancer and scry 1. Triumphant Adventurer AFR~ WB 2.0 B W Creature - Human Knight 1/1 None 2 DeathtouchAs long as it's your turn, Triumphant Adventurer has first strike.Whenever Triumphant Adventurer attacks, venture into the dungeon. (Enter the first room or advance to the next room.) Triumphant Adventurer AFR~ WB 2.0 B W Creature - Human Knight 1/1 None 2 DeathtouchAs long as it's your turn, Triumphant Adventurer has first strike.Whenever Triumphant Adventurer attacks, venture into the dungeon. (Enter the first room or advance to the next room.) Varis, Silverymoon Ranger AFR~ 1GG 3.0 G Legendary Creature - Human Elf Ranger 3/3 None 2 Reach, ward {1}Whenever you cast a creature or planeswalker spell, venture into the dungeon. This ability triggers only once each turn. (Enter the first room or advance to the next room.)Whenever you complete a dungeon, create a 2/2 green Wolf creature token. Varis, Silverymoon Ranger AFR~ 1GG 3.0 G Legendary Creature - Human Elf Ranger 3/3 None 2 Reach, ward {1}Whenever you cast a creature or planeswalker spell, venture into the dungeon. This ability triggers only once each turn. (Enter the first room or advance to the next room.)Whenever you complete a dungeon, create a 2/2 green Wolf creature token. Veteran Dungeoneer AFR~ 3W 4.0 W Creature - Human Warrior 3/4 None 2 When Veteran Dungeoneer enters the battlefield, venture into the dungeon. (Enter the first room or advance to the next room.) Volo, Guide to Monsters AFR~ 2GU 4.0 G U Legendary Creature - Human Wizard 3/2 None 2 Whenever you cast a creature spell that doesn't share a creature type with a creature you control or a creature card in your graveyard, copy that spell. (A copy of a creature spell becomes a token.) Volo, Guide to Monsters AFR~ 2GU 4.0 G U Legendary Creature - Human Wizard 3/2 None 2 Whenever you cast a creature spell that doesn't share a creature type with a creature you control or a creature card in your graveyard, copy that spell. (A copy of a creature spell becomes a token.) Vorpal Sword AFR~ B 1.0 B Artifact - Equipment None 1 Equipped creature gets +2/+0 and has deathtouch.{5}{B}{B}{B}: Until end of turn, Vorpal Sword gains "Whenever equipped creature deals combat damage to a player, that player loses the game."Equip {B}{B} Vorpal Sword AFR~ B 1.0 B Artifact - Equipment None 1 Equipped creature gets +2/+0 and has deathtouch.{5}{B}{B}{B}: Until end of turn, Vorpal Sword gains "Whenever equipped creature deals combat damage to a player, that player loses the game."Equip {B}{B} Vorpal Sword AFR~ B 1.0 B Artifact - Equipment None 1 Equipped creature gets +2/+0 and has deathtouch.{5}{B}{B}{B}: Until end of turn, Vorpal Sword gains "Whenever equipped creature deals combat damage to a player, that player loses the game."Equip {B}{B} Wandering Troubadour AFR~ 3G 4.0 G Creature - Dragon Bard 4/2 None 2 At the begining of your end step, if you had a land enter the battlefield under your control this turn, venture into the dungeon. (Enter the first room or advance to the next room.) Werewolf Pack Leader AFR~ GG 2.0 G Creature - Human Werewolf 3/3 None 2 Pack tactics — Whenever Werewolf Pack Leader attacks, if you attacked with creatures with total power 6 or greater this combat, draw a card.{3}{G}: Until end of turn, Werewolf Pack Leader has base power and toughness 5/3, gains trample, and isn't a Human. Werewolf Pack Leader AFR~ GG 2.0 G Creature - Human Werewolf 3/3 None 2 Pack tactics — Whenever Werewolf Pack Leader attacks, if you attacked with creatures with total power 6 or greater this combat, draw a card.{3}{G}: Until end of turn, Werewolf Pack Leader has base power and toughness 5/3, gains trample, and isn't a Human. Wight AFR~ 1B 2.0 B 1 Creature - Zombie Soldier 3/2 None 2 Wight enters the battlefield tapped.Life Drain — Whenever a creature dealt damage by Wight this turn dies, create a tapped 2/2 black Zombie creature token and exile that card. Wight AFR~ 1B 2.0 B 1 Creature - Zombie Soldier 3/2 None 2 Wight enters the battlefield tapped.Life Drain — Whenever a creature dealt damage by Wight this turn dies, create a tapped 2/2 black Zombie creature token and exile that card. Wish AFR~ 2R 3.0 R Sorcery None 3 You may play a card you own from outside the game this turn. Wish AFR~ 2R 3.0 R Sorcery None 3 You may play a card you own from outside the game this turn. Wizard's Spellbook AFR~ 5UU 7.0 U Artifact None 1 {T}: Exile target instant or sorcery card from a graveyard. Roll a d20. Activate only as a sorcery.1-9 | Copy that card. You may cast the copy.10-19 | Copy that card. You may cast teh copy by paying {1} rather than paying its mana cost.20 | Copy each card exiled with Wizard's Spellbook. You may cast any number of the copies without paying their mana costs. Wizard's Spellbook AFR~ 5UU 7.0 U Artifact None 1 {T}: Exile target instant or sorcery card from a graveyard. Roll a d20. Activate only as a sorcery.1-9 | Copy that card. You may cast the copy.10-19 | Copy that card. You may cast teh copy by paying {1} rather than paying its mana cost.20 | Copy each card exiled with Wizard's Spellbook. You may cast any number of the copies without paying their mana costs. Xanathar, Guild Kingpin AFR~ 4UB 6.0 B U Legendary Creature - Beholder 5/6 None 2 At the beginning of your upkeep, choose target opponent. Until end of turn, that player can't cast spells, you may look atthe top card of their library any time, you may play the top card of their library, and you may spend mana as though it were mana of any color to cast spells this way. Xanathar, Guild Kingpin AFR~ 4UB 6.0 B U Legendary Creature - Beholder 5/6 None 2 At the beginning of your upkeep, choose target opponent. Until end of turn, that player can't cast spells, you may look atthe top card of their library any time, you may play the top card of their library, and you may spend mana as though it were mana of any color to cast spells this way. You Come to a River AFR~ 1U 2.0 U Instant None 3 Choose one —• Fight the Current — Return target nonland permanent top its owner's hand.• Find a Crossing — Target creature gets +1/+0 until end of turn and can't be blocked this turn. You Come to the Gnoll Camp AFR~ 1R 2.0 R Instant None 3 Choose one —• Intimidate Them — Up to two target creatures can't block this turn.• Fend Them Off — Target creature gets +3/+1 until end of turn. You Find Some Prisoners AFR~ 1R 2.0 R Instant None 3 Choose one —• Break Their Chains — Destroy target artifact.• Interrogate Them — Exile the top three cards of target opponent's library. Choose one of them. Until the end of your next turn, you may play that card, and you may spend mana as through it were mana of any color to cast it. You Find a Cursed Idol AFR~ 1G 2.0 G Sorcery None 3 Choose one —• Smash it — Destroy target artifact.• Life the Curse — Destroy target enchantment.• Steal Its Eyes — Create an Treasure token and venture into the dungeon. (Enter the first room or advance to the next room.) You Find the Villains' Lair AFR~ 1UU 3.0 U Instant None 3 Choose one —• Foil Their Scheme — Counter target spell.• Learn Their Secrets — Draw two cards, then discard two cards. You Find the Villains' Lair AFR~ 1UU 3.0 U Instant None 3 Choose one —• Foil Their Scheme — Counter target spell.• Learn Their Secrets — Draw two cards, then discard two cards. You Happen On a Glade AFR~ 2G 3.0 G Instant None 3 Choose one —• Journey On — Search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle.• Make Camp — Return target permanent card from your graveyard to your hand. You Hear Something on Watch AFR~ 1W 2.0 W Instant None 3 Choose one —• Rouse the Party — Creatures you control get +1/+1 until end of turn.• Set Off Traps — This spell deals 5 damage to target attacking creature. You See a Guard Approach AFR~ U 1.0 U Instant None 3 Choose one —• Distract the Guard — Tap target creature.• Hide — Target creature you control gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.) You See a Pair of Goblins AFR~ 2R 3.0 R Instant None 3 Choose one —• Charge Them — Creatures you control get +2/+0 until end of turn.• Befriend Them — Create two 1/1 red Goblin creature tokens. You're Ambushed on the Road AFR~ W 1.0 W Instant None 3 Choose one —• Make a Retreat — Return target creature you control to its owner's hand.• Stand and Fight — Target creature gets +1/+3 until end of turn. Yuan-Ti Fang-Blade AFR~ 2B 3.0 B Creature - Snake Rogue 2/2 None 2 DeathtouchWhenever Yuan-Ti Fang-Blade deals combat damage to a player, venture into the dungeon. (Enter the first room or advance to the next room.) Yuan-Ti Malison AFR~ 1U 2.0 U Creature - Snake Rogue 2/1 None 2 Yuan-Ti Malison can't be blocked as long as it's attacking alone.Whenever Yuan-Ti Malison deals combat damage to a player, venture into the dungeon. (Enter the first room or advance to the next room.) Yuan-Ti Malison AFR~ 1U 2.0 U Creature - Snake Rogue 2/1 None 2 Yuan-Ti Malison can't be blocked as long as it's attacking alone.Whenever Yuan-Ti Malison deals combat damage to a player, venture into the dungeon. (Enter the first room or advance to the next room.) Zalto, Fire Giant Duke AFR~ 3RR 5.0 R Legendary Creature - Giant Barbarian 7/3 None 2 TrampleWhenever Zalto, Fire Giant Duke is dealt damage, venture into the dungeon. (Enter the first room or advance to the next room.) Zalto, Fire Giant Duke AFR~ 3RR 5.0 R Legendary Creature - Giant Barbarian 7/3 None 2 TrampleWhenever Zalto, Fire Giant Duke is dealt damage, venture into the dungeon. (Enter the first room or advance to the next room.) Zariel, Archduke of Avernus AFR~ 2RR 4.0 R Legendary Planeswalker - Zariel 4 1 +1: Creatures you control get +1/+0 and gain haste until end of turn.0: Create a 1/1 red Devil creature token with "When this creature dies, it deals 1 damage to any target."−6: You get an emblem with "At the end of the first combat phase on your turn, untap target creature you control. After this phase, there is an additional combat phase." Zariel, Archduke of Avernus AFR~ 2RR 4.0 R Legendary Planeswalker - Zariel 4 1 +1: Creatures you control get +1/+0 and gain haste until end of turn.0: Create a 1/1 red Devil creature token with "When this creature dies, it deals 1 damage to any target."−6: You get an emblem with "At the end of the first combat phase on your turn, untap target creature you control. After this phase, there is an additional combat phase." Zombie Ogre AFR~ 3BB 5.0 B Creature - Zombie Ogre 3/5 None 2 At the beginning of your end step, if a creature died this turn, venture into the dungeon. (Enter the first room or advance to the next room.)