AFR Adventures in the Forgotten Realms Expansion 2021-07-23 +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.) Aberrant Mind Sorcerer AFR 4U 5.0 U Creature - Human Elf Shaman 3/4 None 2 Psionic Spells — When Aberrant Mind Sorcerer enters the battlefield, choose target instant or sorcery card in your graveyard, then roll a d20.1-9 | You may put that card on top of your library.10-20 | Return that card to your hand. Acererak the Archlich AFR 2B 3.0 B Legendary Creature - Zombie Wizard 5/5 None 2 When Acererak the Archlich enters the battlefield, if you have not completed Tomb of Annihilation, return Acererak the Archlich to its owner's hand and venture into the dungeon.Whenever Acererak the Archlich attacks, for each opponent, you create a 2/2 black Zombie creature token unless that player sacrifices a creature. Acererak the Archlich AFR 2B 3.0 B Legendary Creature - Zombie Wizard 5/5 None 2 When Acererak the Archlich enters the battlefield, if you have not completed Tomb of Annihilation, return Acererak the Archlich to its owner's hand and venture into the dungeon.Whenever Acererak the Archlich attacks, for each opponent, you create a 2/2 black Zombie creature token unless that player sacrifices a creature. 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. Arborea Pegasus AFR 3W 4.0 W Creature - Pegasus 2/3 None 2 FlyingWhen Arborea Pegasus enters the battlefield, target creature gets +1/+1 and gains flying until end of turn. Arborea Pegasus AFR 3W 4.0 W Creature - Pegasus 2/3 None 2 FlyingWhen Arborea Pegasus enters the battlefield, target creature gets +1/+1 and gains flying until end of turn. Arcane Investigator AFR 1U 2.0 U Creature - Elf Wizard 2/1 None 2 Search the Room — {5}{U}: Roll a d20.1-9 | Draw a card.10-20 | Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order. Armory Veteran AFR 1R 2.0 R Creature - Orc Warrior 2/2 None 2 As long as Armory Veteran is equipped, it has menace. (It can't be blocked except by two or more creatures.) Asmodeus the Archfiend AFR 4BB 6.0 B Legendary Creature - Devil God 6/6 None 2 Binding Contract — If you would draw a card, exile the top card of your library face down instead.{B}{B}{B}: Draw seven cards.{B}: Return all cards exiled with Asmodeus the Archfiend to their owner's hand and you lose that much life. Asmodeus the Archfiend AFR 4BB 6.0 B Legendary Creature - Devil God 6/6 None 2 Binding Contract — If you would draw a card, exile the top card of your library face down instead.{B}{B}{B}: Draw seven cards.{B}: Return all cards exiled with Asmodeus the Archfiend to their owner's hand and you lose that much life. 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 menace 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 menace 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.) Barbarian Class AFR R 1.0 R Enchantment - Class None 1 (Gain the next level as a sorcery to add its ability.)If you would roll one or more dice, instead roll that many dice plus one and ignore the lowest roll.{1}{R}: Level 2Whenever you roll one or more dice, target creature you control gets +2/+0 and gains menace until end of turn.{2}{R}: Level 3Creatures you control have haste. Bard Class AFR RG 2.0 G R Enchantment - Class None 1 (Gain the next level as a sorcery to add its ability.)Legendary creatures you control enter the battlefield with an additional +1/+1 counter on them.{R}{G}: Level 2Legendary spells you cast cost {R}{G} less to cast. This effect reduces only the amount of colored mana you pay.{3}{R}{G}: Level 3Whenever you cast a legendary spell, exile the top two cards of your library. You may play them this turn. 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 opponent 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 opponent controls gets -3/-3 until end of turn. Blink Dog AFR 2W 3.0 W Creature - Dog 1/1 None 2 Double strikeTeleport — {3}{W}: Blink Dog phases out. (Treat it and anything attached to it as though they don't exist until your next turn.) Blink Dog AFR 2W 3.0 W Creature - Dog 1/1 None 2 Double strikeTeleport — {3}{W}: Blink Dog phases out. (Treat it and anything attached to it as though they don't exist until your next turn.) Blue Dragon AFR 5UU 7.0 U Creature - Dragon 5/5 None 2 FlyingLightning Breath — When Blue Dragon enters the battlefield, until your next turn, target creature an opponent controls gets -3/-0, up to one other target creature gets -2/-0, and up to one other target creature gets -1/-0. Blue Dragon AFR 5UU 7.0 U Creature - Dragon 5/5 None 2 FlyingLightning Breath — When Blue Dragon enters the battlefield, until your next turn, target creature an opponent controls gets -3/-0, up to one other target creature gets -2/-0, and up to one other target creature gets -1/-0. Boots of Speed AFR R 1.0 R Artifact - Equipment None 1 Equipped creature gets +1/+0 and has haste.Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.) 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. Burning Hands AFR 1R 2.0 R Instant None 3 Burning Hands deals 2 damage to target creature or planeswalker. If that permanent is green, Burning Hands deals 6 damage instead. 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. Check for Traps AFR 1B 2.0 B Sorcery None 3 Target opponent reveals their hand. You choose a nonland card from it. Exile that card. If an instant or a card with flash is exiled this way, they lose 1 life. Otherwise, you lose 1 life. 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. Circle of the Moon Druid AFR 2G 3.0 G Creature - Human Elf Druid 2/4 None 2 Bear Form — As long as it's your turn, Circle of the Moon Druid is a Bear with base power and toughness 4/2. (It loses all other creature types.) 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.) Cleric Class AFR W 1.0 W Enchantment - Class None 1 (Gain the next level as a sorcery to add its ability.)If you would gain life, you gain that much life plus 1 instead.{3}{W}: Level 2Whenever you gain life, put a +1/+1 counter on target creature you control.{4}{W}: Level 3When this Class becomes level 3, return target creature card from your graveyard to the battlefield. You gain life equal to its toughness. 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. Compelled Duel AFR 1G 2.0 G Sorcery None 3 Target creature gets +3/+3 until end of turn and must be blocked this turn if able. 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.) Dancing Sword AFR 1W 2.0 W Artifact - Equipment None 1 Equipped creature gets +2/+1.When equipped creature dies, you may have Dancing Sword become a 2/1 Construct artifact creature with flying and ward {1}. If you do, it isn't an Equipment.Equip {1} Dancing Sword AFR 1W 2.0 W Artifact - Equipment None 1 Equipped creature gets +2/+1.When equipped creature dies, you may have Dancing Sword become a 2/1 Construct artifact creature with flying and ward {1}. If you do, it isn't an Equipment.Equip {1} 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. Deadly Dispute AFR 1B 2.0 B Instant None 3 As an additional cost to cast this spell, sacrifice an artifact or creature.Draw two cards and create a Treasure token. (It's an artifact with "{T}, Sacrifice this artifact: Add one mana of any color.") Death-Priest 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. 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. You may roll again. 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. You may 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 instant 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 instant and/or sorcery cards from your graveyard in addition to paying its other costs. Demogorgon's Clutches AFR 2B 3.0 B Sorcery None 3 Target opponent discards two cards, mills two cards, and loses 2 life. (To mill a card, a player puts the top card of their library into their graveyard.) 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 battlefield, 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. Dire Wolf Prowler AFR 2G 3.0 G Creature - Wolf 2/2 None 2 {1}{G}: Dire Wolf Prowler gets +2/+2 and gains haste until end of turn. Activate only once each turn. Dire Wolf Prowler AFR 2G 3.0 G Creature - Wolf 2/2 None 2 {1}{G}: Dire Wolf Prowler gets +2/+2 and gains haste until end of turn. Activate only once each turn. 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. Divine Smite AFR 1W 2.0 W Instant None 3 Target creature or planeswalker an opponent controls phases out. If that permanent is black, exile it instead. (If it phases out, treat it and anything attached to it as though they don't exist until its controller's next turn.) Djinni Windseer AFR 3U 4.0 U Creature - Djinn 3/3 None 2 FlyingWhen Djinni Windseer enters the battlefield, roll a d20.1-9 | Scry 1.10-19 | Scry 2.20 | Scry 3. Djinni Windseer AFR 3U 4.0 U Creature - Djinn 3/3 None 2 FlyingWhen Djinni Windseer 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}.) Dragon's Fire AFR 1R 2.0 R Instant None 3 As an additional cost to cast this spell, you may reveal a Dragon card from your hand or choose a Dragon you control.Dragon's Fire deals 3 damage to target creature or planeswalker. If you revealed a Dragon card or chose a Dragon as you cast this spell, Dragon's Fire deals damage equal to the power of that card or creature instead. 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. Druid Class AFR 1G 2.0 G Enchantment - Class None 1 (Gain the next level as a sorcery to add its ability.)Whenever a land enters the battlefield under your control, you gain 1 life.{2}{G}: Level 2You may play an additional land on each of your turns.{4}{G}: Level 3When this Class becomes level 3, target land you control becomes a creature with haste and "This creature's power and toughness are each equal to the number of lands you control." It's still a land. 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. Activate only as a sorcery. (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. Activate only as a sorcery. (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. Eye of Vecna AFR 2 2.0 Legendary Artifact None 1 When Eye of Vecna enters the battlefield, you draw a card and you lose 2 life.At the beginning of your upkeep, you may pay {2}. If you do, you draw a card and you lose 2 life. Eye of Vecna AFR 2 2.0 Legendary Artifact None 1 When Eye of Vecna enters the battlefield, you draw a card and you lose 2 life.At the beginning of your upkeep, you may pay {2}. If you do, you draw a card and you lose 2 life. Eyes of the Beholder AFR 4BB 6.0 B Instant None 3 Target creature gets -11/-11 until end of turn. Farideh's Fireball AFR 3RR 5.0 R Instant None 3 Farideh's Fireball deals 5 damage to target creature or planeswalker. Roll a d20.1-9 | Farideh's Fireball deals 2 damage to each player.10-20 | Farideh's Fireball deals 2 damage to each opponent. Farideh, Devil's Chosen 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, Devil's Chosen gains flying and menace until end of turn. If any of those results was 10 or higher, draw a card. Farideh, Devil's Chosen 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, Devil's Chosen gains flying and menace until end of turn. If any of those results was 10 or higher, draw a card. 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 its 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.) Fighter Class AFR RW 2.0 R W Enchantment - Class None 1 (Gain the next level as a sorcery to add its ability.)When Fighter Class enters the battlefield, search your library for an Equipment card, reveal it, put it into your hand, then shuffle.{1}{R}{W}: Level 2Equip abilities you activate cost {2} less to activate.{3}{R}{W}: Level 3Whenever a creature you control attacks, up to one target creature blocks it this combat if able. 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}.) Forsworn Paladin AFR B 1.0 B Creature - Human Knight 1/1 None 2 Menace{1}{B}, {T}, Pay 1 life: Create a Treasure token.{2}{B}: Target creature gets +2/+0 until end of turn. If mana from a Treasure was spent to activate this ability, that creature also gains deathtouch until end of turn. Forsworn Paladin AFR B 1.0 B Creature - Human Knight 1/1 None 2 Menace{1}{B}, {T}, Pay 1 life: Create a Treasure token.{2}{B}: Target creature gets +2/+0 until end of turn. If mana from a Treasure was spent to activate this ability, that creature also gains deathtouch until end of turn. 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 Pack 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 Pack 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 to it. Grand Master of Flowers AFR 2WW 4.0 W Legendary Planeswalker - Bahamut 3 1 As long as Grand Master of Flowers has seven or more loyalty counters on him, he's a 7/7 Dragon God creature with flying and indestructible.+1: Target creature without first strike, double strike, or vigilance can't attack or block until your next turn.+1: Search your library and/or graveyard for a card named Monk of the Open Hand, reveal it, and put it into your hand. If you search your library this way, shuffle. Grand Master of Flowers AFR 2WW 4.0 W Legendary Planeswalker - Bahamut 3 1 As long as Grand Master of Flowers has seven or more loyalty counters on him, he's a 7/7 Dragon God creature with flying and indestructible.+1: Target creature without first strike, double strike, or vigilance can't attack or block until your next turn.+1: Search your library and/or graveyard for a card named Monk of the Open Hand, reveal it, and put it into your hand. If you search your library this way, shuffle. 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. Greataxe AFR 1 1.0 Artifact - Equipment None 1 Equipped creature gets +4/+0.Equip {5} ({5}: Attach to target creature you control. Equip only as a sorcery.) 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 Bounty AFR 2BB 4.0 B Sorcery None 3 Destroy target creature or planeswalker. Create a Treasure token. (It's an artifact with "{T}, Sacrifice this artifact: Add one mana of any color.") 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. Hall of Storm Giants AFR 0.0 1 Land None 0 If you control two or more other lands, Hall of Storm Giants enters the battlefield tapped.{T}: Add {U}.{5}{U}: Until end of turn, Hall of Storm Giants becomes a 7/7 blue Giant creature with ward {3}. It's still a land. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays {3}.) Hall of Storm Giants AFR 0.0 1 Land None 0 If you control two or more other lands, Hall of Storm Giants enters the battlefield tapped.{T}: Add {U}.{5}{U}: Until end of turn, Hall of Storm Giants becomes a 7/7 blue Giant creature with ward {3}. It's still a land. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays {3}.) Hama Pashar, Ruin Seeker AFR 1WU 3.0 U W Legendary Creature - Human Wizard 2/3 None 2 Room abilities of dungeons you 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 you own trigger an additional time. Hand of Vecna AFR 3 3.0 Legendary Artifact - Equipment None 1 At the beginning of combat on your turn, equipped creature or a creature you control named Vecna gets +X/+X until end of turn, where X is the number of cards in your hand.Equip—Pay 1 life for each card in your hand.Equip {2} Hand of Vecna AFR 3 3.0 Legendary Artifact - Equipment None 1 At the beginning of combat on your turn, equipped creature or a creature you control named Vecna gets +X/+X until end of turn, where X is the number of cards in your hand.Equip—Pay 1 life for each card in your hand.Equip {2} Herald of Hadar AFR 4B 5.0 B Creature - Human Warlock 4/4 None 2 Circle of Death — {5}{B}: Roll a d20.1-9 | Each opponent 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 two Treasure tokens. (It's an artifact with "{T}, Sacrifice this artifact: Add one mana of any color.") 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. Hoard Robber AFR 1B 2.0 B Creature - Tiefling Rogue 1/3 None 2 Whenever Hoard Robber deals combat damage to a player, create a Treasure token. (It's an artifact with "{T}, Sacrifice this artifact: Add one mana of any color.") 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 Bandit Lord AFR 1RR 3.0 R Creature - Goblin Rogue 2/3 None 2 Other Goblins you control get +1/+1.{R}, {T}: Hobgoblin Bandit Lord deals damage equal to the number of Goblins that entered the battlefield under your control this turn to any target. Hobgoblin Bandit Lord AFR 1RR 3.0 R Creature - Goblin Rogue 2/3 None 2 Other Goblins you control get +1/+1.{R}, {T}: Hobgoblin Bandit Lord deals damage equal to the number of Goblins that entered the battlefield under your control this turn to any target. 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 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.") Inferno of the Star Mounts AFR 4RR 6.0 R Legendary Creature - Dragon 6/6 None 2 This spell can't be countered.Flying, haste{R}: Inferno of the Star Mounts gets +1/+0 until end of turn. When its power becomes 20 this way, it deals 20 damage to any target. Inferno of the Star Mounts AFR 4RR 6.0 R Legendary Creature - Dragon 6/6 None 2 This spell can't be countered.Flying, haste{R}: Inferno of the Star Mounts gets +1/+0 until end of turn. When its power becomes 20 this way, it deals 20 damage to any target. Ingenious Smith AFR 1W 2.0 W Creature - Human Artificer 1/1 None 2 When Ingenious Smith enters the battlefield, look at the top four cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.Whenever one or more artifacts enter the battlefield under your control, put a +1/+1 counter on Ingenious Smith. This ability triggers only once each turn. 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 the Bards.{3}{G}, {T}: Search your library for a creature card with mana value equal to the number of harmony counters on Instrument of the 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 the Bards.{3}{G}, {T}: Search your library for a creature card with mana value equal to the number of harmony counters on Instrument of the 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.) Iron Golem AFR 4 4.0 Artifact Creature - Golem 5/3 None 2 VigilanceIron Golem attacks or blocks each combat if able. Iron Golem AFR 4 4.0 Artifact Creature - Golem 5/3 None 2 VigilanceIron Golem attacks or blocks each combat if able. 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}.) Iymrith, Desert Doom AFR 3UU 5.0 U Legendary Creature - Dragon 5/5 None 2 FlyingIymrith, Desert Doom has ward {4} as long as it's untapped.Whenever Iymrith deals combat damage to a player, draw a card. Then if you have fewer than three cards in hand, draw cards equal to the difference. Iymrith, Desert Doom AFR 3UU 5.0 U Legendary Creature - Dragon 5/5 None 2 FlyingIymrith, Desert Doom has ward {4} as long as it's untapped.Whenever Iymrith deals combat damage to a player, draw a card. Then if you have fewer than three cards in hand, draw cards equal to the difference. 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. 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. 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.) 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, then 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, then 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. Lair of the Hydra AFR 0.0 1 Land None 0 If you control two or more other lands, Lair of the Hydra enters the battlefield tapped.{T}: Add {G}.{X}{G}: Until end of turn, Lair of the Hydra becomes an X/X green Hydra creature. It's still a land. X can't be 0. Lair of the Hydra AFR 0.0 1 Land None 0 If you control two or more other lands, Lair of the Hydra enters the battlefield tapped.{T}: Add {G}.{X}{G}: Until end of turn, Lair of the Hydra becomes an X/X green Hydra creature. It's still a land. X can't be 0. Leather Armor AFR 1 1.0 Artifact - Equipment None 1 Equipped creature gets +0/+1 and has ward {1}. (Whenever equipped creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {1}.)Equip {0}. Activate only once each turn. 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. Loathsome Troll AFR 3GG 5.0 G Creature - Troll 6/2 None 2 {3}{G}: Roll a d20. Activate only if Loathsome Troll is in your graveyard.1-9 | Put Loathsome Troll on top of your library.10-19 | Return Loathsome Troll to your hand.20 | Return Loathsome Troll to the battlefield tapped. Loathsome Troll AFR 3GG 5.0 G Creature - Troll 6/2 None 2 {3}{G}: Roll a d20. Activate only if Loathsome Troll is in your graveyard.1-9 | Put Loathsome Troll on top of your library.10-19 | Return Loathsome Troll to your hand.20 | Return Loathsome Troll to the battlefield tapped. 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." Long Rest AFR XGGG 3.0 G Sorcery None 3 Return X target cards with different mana values from your graveyard to your hand. If eight or more cards were returned to your hand this way, your life total becomes equal to your starting life total. Exile Long Rest. Long Rest AFR XGGG 3.0 G Sorcery None 3 Return X target cards with different mana values from your graveyard to your hand. If eight or more cards were returned to your hand this way, your life total becomes equal to your starting life total. Exile Long Rest. Loyal Warhound AFR 1W 2.0 W Creature - Dog 3/1 None 2 VigilanceWhen Loyal Warhound enters the battlefield, if an opponent controls more lands than you, search your library for a basic Plains card, put it onto the battlefield tapped, then shuffle. Loyal Warhound AFR 1W 2.0 W Creature - Dog 3/1 None 2 VigilanceWhen Loyal Warhound enters the battlefield, if an opponent controls more lands than you, search your library for a basic Plains card, put it onto the battlefield tapped, then shuffle. 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. Magic Missile AFR 1RR 3.0 R Sorcery None 3 This spell can't be countered.Magic Missile deals 3 damage divided as you choose among one, two, or three targets. Magic Missile AFR 1RR 3.0 R Sorcery None 3 This spell can't be countered.Magic Missile deals 3 damage divided as you choose among one, two, or three targets. 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. Mind Flayer AFR 3UU 5.0 U Creature - Horror 3/3 None 2 Dominate Monster — When Mind Flayer enters the battlefield, gain control of target creature for as long as you control Mind Flayer. Mind Flayer AFR 3UU 5.0 U Creature - Horror 3/3 None 2 Dominate Monster — When Mind Flayer enters the battlefield, gain control of target creature for as long as you control Mind Flayer. 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 with 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 with total power 6 or greater this combat, you may put a Dragon creature card from your hand onto the battlefield tapped and attacking. Minsc, Beloved Ranger AFR RGW 3.0 G R W Legendary Creature - Human Ranger 3/3 None 2 When Minsc, Beloved Ranger enters the battlefield, create Boo, a legendary 1/1 red Hamster creature token with trample and haste.{X}: Until end of turn, target creature you control has base power and toughness X/X and becomes a Giant in addition to its other types. Activate only as a sorcery. Minsc, Beloved Ranger AFR RGW 3.0 G R W Legendary Creature - Human Ranger 3/3 None 2 When Minsc, Beloved Ranger enters the battlefield, create Boo, a legendary 1/1 red Hamster creature token with trample and haste.{X}: Until end of turn, target creature you control has base power and toughness X/X and becomes a Giant in addition to its other types. Activate only as a sorcery. Monk Class AFR WU 2.0 U W Enchantment - Class None 1 (Gain the next level as a sorcery to add its ability.)The second spell you cast each turn costs {1} less to cast.{W}{U}: Level 2When this Class becomes level 2, return up to one target nonland permanent to its owner's hand.{1}{W}{U}: Level 3At the beginning of your upkeep, exile the top card of your library. For as long as it remains exiled, it has "You may cast this card from exile as long as you've cast another spell this turn." Monk of the Open Hand AFR W 1.0 W Creature - Elf Monk 1/1 None 2 Flurry of Blows — Whenever you cast your second spell each turn, put a +1/+1 counter on Monk of the Open Hand. 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 AFR 4UU 6.0 U Legendary Planeswalker - Mordenkainen 5 1 +2: Draw two cards, then put a card from your hand on the bottom of your library.−2: Create a blue Dog Illusion creature token with "This creature's power and toughness are each equal to twice the number of cards in your hand."−10: Exchange your hand and library, then shuffle. You get an emblem with "You have no maximum hand size." Mordenkainen AFR 4UU 6.0 U Legendary Planeswalker - Mordenkainen 5 1 +2: Draw two cards, then put a card from your hand on the bottom of your library.−2: Create a blue Dog Illusion creature token with "This creature's power and toughness are each equal to twice the number of cards in your hand."−10: Exchange your hand and library, then shuffle. You get an emblem with "You have no maximum hand size." 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. Neverwinter Dryad AFR G 1.0 G Creature - Dryad 1/1 None 2 {2}, Sacrifice Neverwinter Dryad: Search your library for a basic Forest card, put it onto the battlefield tapped, then shuffle. Neverwinter Dryad AFR G 1.0 G Creature - Dryad 1/1 None 2 {2}, Sacrifice Neverwinter Dryad: Search your library for a basic Forest card, put it onto the battlefield tapped, then shuffle. 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 or more +1/+1 counters on it, create a token that's a copy of it at the beginning of the next end step. The 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 or more +1/+1 counters on it, create a token that's a copy of it at the beginning of the next end step. The token enters the battlefield with half that many +1/+1 counters on it, rounded down. Old Gnawbone AFR 5GG 7.0 G Legendary Creature - Dragon 7/7 None 2 FlyingWhenever a creature you control deals combat damage to a player, create that many Treasure tokens. Old Gnawbone AFR 5GG 7.0 G Legendary Creature - Dragon 7/7 None 2 FlyingWhenever a creature you control deals combat damage to a player, create that many Treasure tokens. 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. Oswald Fiddlebender AFR 1W 2.0 W Legendary Creature - Gnome Artificer 2/2 None 2 Magical Tinkering — {W}, {T}, Sacrifice an artifact: Search your library for an artifact card with mana value equal to 1 plus the sacrificed artifact's mana value, put it 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 Magical Tinkering — {W}, {T}, Sacrifice an artifact: Search your library for an artifact card with mana value equal to 1 plus the sacrificed artifact's mana value, put it onto the battlefield, then shuffle. Activate only as a sorcery. 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. Paladin Class AFR W 1.0 W Enchantment - Class None 1 (Gain the next level as a sorcery to add its ability.)Spells your opponents cast during your turn cost {1} more to cast.{2}{W}: Level 2Creatures you control get +1/+1.{4}{W}: Level 3Whenever you attack, until end of turn, target attacking creature gets +1/+1 for each other attacking creature and gains double strike. Paladin's Shield AFR 1W 2.0 W Artifact - Equipment None 1 FlashWhen Paladin's Shield enters the battlefield, attach it to target creature you control.Equipped creature gets +0/+2.Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.) 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.) Plate Armor AFR 2W 3.0 W Artifact - Equipment None 1 Equipped creature gets +3/+3 and has ward {1}. (Whenever equipped creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {1}.)Equip {3}. This ability costs {1} less to activate for each other Equipment you control. Plummet AFR 1G 2.0 G Instant None 3 Destroy target creature with flying. 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 — Create 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. Potion of Healing AFR 1W 2.0 W Artifact None 1 When Potion of Healing enters the battlefield, draw a card.{W}, {T}, Sacrifice Potion of Healing: You gain 3 life. 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 or bottom of their library.20 | Gain control of it until the 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. Price of Loyalty AFR 2R 3.0 R Sorcery None 3 Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. If mana from a Treasure was spent to cast this spell, that creature gets +2/+0 until end of turn. Priest of Ancient Lore AFR 2W 3.0 W Creature - Dwarf Cleric 2/1 None 2 When Priest of Ancient Lore enters the battlefield, you gain 1 life and draw a card. 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}.) Rally Maneuver AFR 2W 3.0 W Instant None 3 Target creature gets +2/+0 and gains first strike until end of turn. Up to one other target creature gets +0/+2 and gains lifelink until end of turn. Ranger Class AFR 1G 2.0 G Enchantment - Class None 1 (Gain the next level as a sorcery to add its ability.)When Ranger Class enters the battlefield, create a 2/2 green Wolf creature token.{1}{G}: Level 2Whenever you attack, put a +1/+1 counter on target attacking creature.{3}{G}: Level 3You may look at the top card of your library any time.You may cast creature spells from the top of your library. 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.) Ranger's Longbow AFR 1G 2.0 G Artifact - Equipment None 1 Equipped creature gets +2/+1 and has reach.Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.) Ray of Enfeeblement AFR B 1.0 B Instant None 3 Target creature gets -4/-1 until end of turn. If that creature is white, it gets -4/-4 until end of turn instead. 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.As long as enchanted creature is red, it loses all abilities.Enchanted creature doesn't untap during its controller's untap step. Reaper's Talisman AFR B 1.0 B Artifact - Equipment None 1 Whenever equipped creature attacks, it gains deathtouch until end of turn.Whenever equipped creature attacks alone, defending player loses 2 life and you gain 2 life.Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.) 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. 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}.) Rogue Class AFR UB 2.0 B U Enchantment - Class None 1 (Gain the next level as a sorcery to add its ability.)Whenever a creature you controls deals combat damage to a player, exile the top card of that player's library face down. You may look at it for as long as it remains exiled.{1}{U}{B}: Level 2Creatures you control have menace.{2}{U}{B}: Level 3You may play cards exiled with Rogue Class, and you may spend mana as through it were mana of any color to cast them. Rust Monster AFR 2R 3.0 R Creature - Beast 2/1 None 2 First strikeSacrifice an artifact: Rust Monster gets +2/+0 until end of turn. Rust Monster AFR 2R 3.0 R Creature - Beast 2/1 None 2 First strikeSacrifice an artifact: Rust Monster gets +2/+0 until end of turn. Scaled Herbalist AFR 1G 2.0 G Creature - Lizard Druid 1/3 None 2 {T}: You may put a land card from your hand onto the battlefield. 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.) Sepulcher Ghoul AFR 1B 2.0 B Creature - Zombie 2/1 None 2 Sacrifice another creature: Sepulcher Ghoul gets +2/+2 until end of turn. Activate only once each turn. 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 gets -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.) Silver Raven AFR U 1.0 U Artifact Creature - Bird 1/1 None 2 FlyingWhen Silver Raven enters the battlefield, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.) Skeletal Swarming AFR 3BG 5.0 B G Enchantment None 1 Each Skeleton you control has trample, attacks each combat if able, and gets +X/+0, where X is the number of other Skeletons you control.At the beginning of your end step, create a tapped 1/1 black Skeleton creature token. If a creature died this turn, create two of those tokens instead. Skeletal Swarming AFR 3BG 5.0 B G Enchantment None 1 Each Skeleton you control has trample, attacks each combat if able, and gets +X/+0, where X is the number of other Skeletons you control.At the beginning of your end step, create a tapped 1/1 black Skeleton creature token. If a creature died this turn, create two of those tokens instead. 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. Sorcerer Class AFR UR 2.0 R U Enchantment - Class None 1 (Gain the next level as a sorcery to add its ability.)When Sorcerer Class enters the battlefield, draw two cards, then discard two cards.{U}{R}: Level 2Creatures you control have "{T}: Add {U} or {R}. Spend this mana only to cast an instant or sorcery spell or to gain a Class level."{3}{U}{R}: Level 3Whenever you cast an instant or sorcery spell, that spell deals damage to each opponent equal to the number of instant or sorcery spells you've cast this turn. Soulknife Spy AFR 2U 3.0 U Creature - Elf Rogue 3/2 None 2 Whenever Soulknife Spy deals combat damage to a player, draw a card. Spare Dagger AFR 1 1.0 Artifact - Equipment None 1 Equipped creature gets +1/+0 and has "Whenever this creature attacks, you may sacrifice Spare Dagger. When you do, this creature deals 1 damage to any target."Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.) 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 creatures 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 creatures 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. Spiked Pit Trap AFR 1 1.0 Artifact None 1 Flash{5}, {T}, Sacrifice Spiked Pit Trap: Choose target creature, then roll a d20.1-9 | Spiked Pit Trap deals 5 damage to that creature.10-20 | Spiked Pit Trap deals 5 damage to that creature. Create a Treasure token. Split the Party AFR 3UU 5.0 U Sorcery None 3 Choose target player. Return half the creatures they control to their owner's hand, rounded up. Spoils of the Hunt AFR 2G 3.0 G Instant None 3 Target creature you control gets +1/+0 until end of turn for each mana from a Treasure that was spent to cast this spell. Then that creature deals damage equal to its power to target creature an opponent controls. Steadfast Paladin AFR 1W 2.0 W Creature - Dwarf Knight 2/2 None 2 Lifelink Sudden Insight AFR 4UU 6.0 U Instant None 3 Draw a card for each different mana value among nonland cards in your graveyard. 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. 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. 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. Teleportation Circle AFR 3W 4.0 W Enchantment None 1 At the beginning of your end step, exile up to one target artifact or creature you control, then return that card to the battlefield under its owner's control. Teleportation Circle AFR 3W 4.0 W Enchantment None 1 At the beginning of your end step, exile up to one target artifact or creature you control, then return that card to the battlefield under its owner's control. Temple of the Dragon Queen AFR 0.0 1 Land None 0 As Temple of the Dragon Queen enters the battlefield, you may reveal a Dragon card from your hand. Temple of the Dragon Queen enters the battlefield tapped unless you revealed a Dragon card this way or you control a Dragon.As Temple of the Dragon Queen enters the battlefield, choose a color.{T}: Add one mana of the chosen color. Temple of the Dragon Queen AFR 0.0 1 Land None 0 As Temple of the Dragon Queen enters the battlefield, you may reveal a Dragon card from your hand. Temple of the Dragon Queen enters the battlefield tapped unless you revealed a Dragon card this way or you control a Dragon.As Temple of the Dragon Queen enters the battlefield, choose a color.{T}: Add one mana of the chosen color. The Blackstaff of Waterdeep AFR U 1.0 U Legendary Artifact None 1 You may choose not to untap The Blackstaff of Waterdeep during your untap step.Animate Walking Statue — {1}{U}, {T}: Another target nontoken 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 may choose not to untap The Blackstaff of Waterdeep during your untap step.Animate Walking Statue — {1}{U}, {T}: Another target nontoken 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 Exalted Deeds AFR WWW 3.0 W Legendary Artifact None 1 At the beginning of your end step, if you gained 3 or more life this turn, create a 3/3 white Angel creature token with flying.{W}{W}{W}, {T}, Exile The Book of Exalted Deeds: Put an enlightened counter on target Angel. It gains "You can't lose the game and your opponents can't win the game." Activate only as a sorcery. The Book of Exalted Deeds AFR WWW 3.0 W Legendary Artifact None 1 At the beginning of your end step, if you gained 3 or more life this turn, create a 3/3 white Angel creature token with flying.{W}{W}{W}, {T}, Exile The Book of Exalted Deeds: Put an enlightened counter on target Angel. It gains "You can't lose the game and your opponents can't win the game." 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 and 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 and 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. The Tarrasque AFR 6GGG 9.0 G Legendary Creature - Dinosaur 10/10 None 2 The Tarrasque has haste and ward {10} as long as it was cast.Whenever The Tarrasque attacks, it fights target creature defending player controls. The Tarrasque AFR 6GGG 9.0 G Legendary Creature - Dinosaur 10/10 None 2 The Tarrasque has haste and ward {10} as long as it was cast.Whenever The Tarrasque attacks, it fights target creature defending player controls. Thieves' Tools AFR 1B 2.0 B Artifact - Equipment None 1 When Thieves' Tools enters the battlefield, create a Treasure token. (It's an artifact with "{T}, Sacrifice this artifact: Add one mana of any color.")Equipped creature can't be blocked as long as its power is 3 or less.Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.) 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. 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 another creature. When you do, Tiger-Tribe Hunter deals damage equal to the sacrificed creature's power to target creature. 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. 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 Vault AFR 0.0 Artifact Land None 0 {T}: Add {C}.{X}{X}, {T}, Sacrifice Treasure Vault: Create X Treasure tokens. Treasure Vault AFR 0.0 Artifact Land None 0 {T}: Add {C}.{X}{X}, {T}, Sacrifice Treasure Vault: Create X Treasure tokens. 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. (Look at the top card of your library. You may put that card on the bottom of your library.) 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. (Look at the top card of your library. You may put that card on the bottom of your library.) Trickster's Talisman AFR U 1.0 U Artifact - Equipment None 1 Equipped creature gets +1/+1 and has "Whenever this creature deals combat damage to a player, you may sacrifice Trickster's Talisman. If you do, create a token that's a copy of this creature."Equip {2} 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.) True Polymorph AFR 4UU 6.0 U Instant None 3 Target artifact or creature becomes a copy of another target artifact or creature. True Polymorph AFR 4UU 6.0 U Instant None 3 Target artifact or creature becomes a copy of another target artifact or creature. Underdark Basilisk AFR 1G 2.0 G Creature - Basilisk 1/2 None 2 Deathtouch Underdark Basilisk AFR 1G 2.0 G Creature - Basilisk 1/2 None 2 Deathtouch Unexpected Windfall AFR 2RR 4.0 R Instant None 3 As an additional cost to cast this spell, discard a card.Draw two cards and create two Treasure tokens. (They're artifacts with "{T}, Sacrifice this artifact: Add one mana of any color.") Valor Singer AFR 2R 3.0 R Creature - Tiefling Bard 2/3 None 2 Combat Inspiration — At the beginning of combat on your turn, target creature you control gets +1/+0 until end of turn. Vampire Spawn AFR 2B 3.0 B Creature - Vampire 2/3 None 2 When Vampire Spawn enters the battlefield, each opponent loses 2 life and you gain 2 life. 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 beginning 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.) Warlock Class AFR B 1.0 B Enchantment - Class None 1 (Gain the next level as a sorcery to add its ability.)At the beginning of your end step, if a creature died this turn, each opponent loses 1 life.{1}{B}: Level 2When this Class becomes level 2, look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard.{6}{B}: Level 3At the beginning of your end step, each opponent loses life equal to the life they lost this turn. (Damage causes loss of life.) 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. Westgate Regent AFR 3BB 5.0 B Creature - Vampire 4/4 None 2 FlyingWard—Discard a card. (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player discards a card.)Whenever Westgate Regent deals combat damage to a player, put that many +1/+1 counters on it. Westgate Regent AFR 3BB 5.0 B Creature - Vampire 4/4 None 2 FlyingWard—Discard a card. (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player discards a card.)Whenever Westgate Regent deals combat damage to a player, put that many +1/+1 counters on it. White Dragon AFR 4WW 6.0 W Creature - Dragon 4/4 None 2 FlyingCold Breath — When White Dragon enters the battlefield, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step. White Dragon AFR 4WW 6.0 W Creature - Dragon 4/4 None 2 FlyingCold Breath — When White Dragon enters the battlefield, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step. 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. Wild Shape AFR G 1.0 G Instant None 3 Choose one. Until end of turn, target creature you control has that base power and toughness, becomes that creature type, and gains that ability.• 1/3 Turtle with hexproof.• 1/5 Spider with reach.• 3/3 Elephant with trample. 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 Class AFR U 1.0 U Enchantment - Class None 1 (Gain the next level as a sorcery to add its ability.)You have no maximum hand size.{2}{U}: Level 2When this Class becomes level 2, draw two cards.{4}{U}: Level 3Whenever you draw a card, put a +1/+1 counter on target creature you control. 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 the 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 the 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 at the 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 at the 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. Xorn AFR 2R 3.0 R Creature - Elemental 3/2 None 2 If you would create one or more Treasure tokens, instead create those tokens plus an additional Treasure token. Xorn AFR 2R 3.0 R Creature - Elemental 3/2 None 2 If you would create one or more Treasure tokens, instead create those tokens plus an additional Treasure token. You Come to a River AFR 1U 2.0 U Instant None 3 Choose one —• Fight the Current — Return target nonland permanent to 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 though 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.• Lift the Curse — Destroy target enchantment.• Steal Its Eyes — Create a 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 Meet in a Tavern AFR 2GG 4.0 G Sorcery None 3 Choose one —• Form a Party — Look at the top five cards of your library. You may reveal any number of creature cards from among them and put them into your hand. Put the rest on the bottom of your library in a random order.• Start a Brawl — Creatures you control get +2/+2 until end of turn. 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.)