Cockatrice/Magic-Spoiler 2024-09-13 08:15:04 (UTC) https://raw.githubusercontent.com/Cockatrice/Magic-Spoiler/files/DSC.xml DSC Duskmourn: House of Horror Commander (Spoiler) Commander 2024-09-27 A Premonition of Your Demise When you set this scheme in motion, reveal the top two cards of your library and put them into your hand. When you reveal one or more nonland cards this way, this scheme deals damage equal to their total mana value to any target. Scheme 0 DSC 1 Adarkar Wastes {T}: Add {C}. {T}: Add {W} or {U}. Adarkar Wastes deals 1 damage to you. Land Land 0 DSC 0 Aesi, Tyrant of Gyre Strait You may play an additional land on each of your turns. Landfall — Whenever a land you control enters, you may draw a card. GU Legendary Creature — Serpent Creature 6 4GU 5/5 DSC 2 Aether Gale Return six target nonland permanents to their owners' hands. U Sorcery Sorcery 5 3UU DSC 3 Aminatou's Augury Exile the top eight cards of your library. You may put a land card from among them onto the battlefield. Until end of turn, for each nonland card type, you may cast a spell of that type from among the exiled cards without paying its mana cost. U Sorcery Sorcery 8 6UU DSC 3 Aminatou, Veil Piercer At the beginning of your upkeep, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) Each enchantment card in your hand has miracle. Its miracle cost is equal to its mana cost reduced by {4}. (You may cast a card for its miracle cost when you draw it if it's the first card you drew this turn.) BUW Legendary Creature — Human Wizard Creature 4 1WUB 2/4 DSC 2 Ancient Cellarspawn Each spell you cast that's a Demon, Horror, or Nightmare costs {1} less to cast. Whenever you cast a spell, if the amount of mana spent to cast it was less than its mana value, target opponent loses life equal to the difference. B Enchantment Creature — Horror Creature 3 1BB 3/3 DSC 2 Ancient Cellarspawn Each spell you cast that's a Demon, Horror, or Nightmare costs {1} less to cast. Whenever you cast a spell, if the amount of mana spent to cast it was less than its mana value, target opponent loses life equal to the difference. B Enchantment Creature — Horror Creature 3 1BB 3/3 DSC 2 Arcane Denial Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep. You draw a card at the beginning of the next turn's upkeep. U Instant Instant 2 1U DSC 3 Arcane Sanctum Arcane Sanctum enters tapped. {T}: Add {W}, {U}, or {B}. Land Land 0 DSC 0 Arcane Signet {T}: Add one mana of any color in your commander's color identity. Artifact Artifact 2 2 DSC 1 Archetype of Imagination Creatures you control have flying. Creatures your opponents control lose flying and can't have or gain flying. U Enchantment Creature — Human Wizard Creature 6 4UU 3/2 DSC 2 Archon of Cruelty Flying Whenever Archon of Cruelty enters or attacks, target opponent sacrifices a creature or planeswalker, discards a card, and loses 3 life. You draw a card and gain 3 life. B Creature — Archon Creature 8 6BB 6/6 DSC 2 Arixmethes, Slumbering Isle Arixmethes, Slumbering Isle enters tapped with five slumber counters on it. As long as Arixmethes has a slumber counter on it, it's a land. (It's not a creature.) Whenever you cast a spell, you may remove a slumber counter from Arixmethes. {T}: Add {G}{U}. GU Legendary Creature — Kraken Creature 4 2GU 12/12 DSC 2 Arvinox, the Mind Flail Arvinox, the Mind Flail isn't a creature unless you control three or more permanents you don't own. At the beginning of your end step, exile the bottom card of each opponent's library face down. For as long as those cards remain exiled, you may look at them, you may cast permanent spells from among them, and you may spend mana as though it were mana of any color to cast those spells. B Legendary Enchantment Creature — Horror Creature 7 4BBB 9/9 DSC 2 Ash Barrens {T}: Add {C}. Basic landcycling {1} ({1}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.) Land Land 0 DSC 0 Ashaya, Soul of the Wild Ashaya, Soul of the Wild's power and toughness are each equal to the number of lands you control. Nontoken creatures you control are Forest lands in addition to their other types. (They're still affected by summoning sickness.) G Legendary Creature — Elemental Creature 5 3GG */* DSC 2 Athreos, Shroud-Veiled Indestructible As long as your devotion to white and black is less than seven, Athreos isn't a creature. At the beginning of your end step, put a coin counter on another target creature. Whenever a creature with a coin counter on it dies or is put into exile, return that card to the battlefield under your control. BW Legendary Enchantment Creature — God Creature 6 4WB 4/7 DSC 2 Augur of Autumn You may look at the top card of your library any time. You may play lands from the top of your library. Coven — As long as you control three or more creatures with different powers, you may cast creature spells from the top of your library. G Creature — Human Druid Creature 3 1GG 2/3 DSC 2 Auramancer When Auramancer enters, you may return target enchantment card from your graveyard to your hand. W Creature — Human Wizard Creature 3 2W 2/2 DSC 2 Azorius Chancery Azorius Chancery enters tapped. When Azorius Chancery enters, return a land you control to its owner's hand. {T}: Add {W}{U}. Land Land 0 DSC 0 Azorius Signet {1}, {T}: Add {W}{U}. Artifact Artifact 2 2 DSC 1 Barbflare Gremlin First strike, haste Whenever a player taps a land for mana, if Barbflare Gremlin is tapped, that player adds one mana of any type that land produced. Then that land deals 1 damage to that player. R Creature — Gremlin Creature 4 3R 3/2 DSC 2 Beanstalk Giant // Fertile Footsteps G Creature — Giant // Sorcery — Adventure Creature 7 6G // 2G */* DSC 3 Beast Within Destroy target permanent. Its controller creates a 3/3 green Beast creature token. G Instant Instant 3 2G DSC 3 Bedevil Destroy target artifact, creature, or planeswalker. BR Instant Instant 3 BBR DSC 3 Behold the Power of Destruction When you set this scheme in motion, destroy all nonland permanents target opponent controls. Scheme 0 DSC 1 Biomass Mutation Creatures you control have base power and toughness X/X until end of turn. GU Instant Instant 2 XG/UG/U DSC 3 Blood Pact Target player draws two cards and loses 2 life. B Instant Instant 3 2B DSC 3 Blood Seeker Whenever a creature an opponent controls enters, you may have that player lose 1 life. B Creature — Vampire Shaman Creature 2 1B 1/1 DSC 2 Body of Knowledge Body of Knowledge's power and toughness are each equal to the number of cards in your hand. You have no maximum hand size. Whenever Body of Knowledge is dealt damage, draw that many cards. U Creature — Avatar Creature 5 3UU */* DSC 2 Bojuka Bog Bojuka Bog enters tapped. When Bojuka Bog enters, exile target player's graveyard. {T}: Add {B}. Land Land 0 DSC 0 Brainstone {2}, {T}, Sacrifice Brainstone: Draw three cards, then put two cards from your hand on top of your library in any order. Artifact Artifact 1 1 DSC 1 Brainstorm Draw three cards, then put two cards from your hand on top of your library in any order. U Instant Instant 1 U DSC 3 Burnished Hart {3}, Sacrifice Burnished Hart: Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle. Artifact Creature — Elk Creature 3 3 2/2 DSC 2 Cackling Counterpart Create a token that's a copy of target creature you control. Flashback {5}{U}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.) U Instant Instant 3 1UU DSC 3 Cast Out Flash When Cast Out enters, exile target nonland permanent an opponent controls until Cast Out leaves the battlefield. Cycling {W} ({W}, Discard this card: Draw a card.) W Enchantment Enchantment 4 3W DSC 1 Castle Vantress Castle Vantress enters tapped unless you control an Island. {T}: Add {U}. {2}{U}{U}, {T}: Scry 2. Land Land 0 DSC 0 Caves of Koilos {T}: Add {C}. {T}: Add {W} or {B}. Caves of Koilos deals 1 damage to you. Land Land 0 DSC 0 Choose Your Champion When you set this scheme in motion, target opponent chooses a player. Until your next turn, only you and the chosen player can cast spells and attack with creatures. Scheme 0 DSC 1 Choose Your Demise When you set this scheme in motion, look at the top four cards of your library and separate them into a face-down pile and a face-up pile. An opponent chooses one of those piles. Put the cards in that pile into your hand and the rest on the bottom of your library in any order. Scheme 0 DSC 1 Citanul Hierophants Creatures you control have "{T}: Add {G}." G Creature — Human Druid Creature 4 3G 3/2 DSC 2 Command Tower {T}: Add one mana of any color in your commander's color identity. Land Land 0 DSC 0 Commander's Sphere {T}: Add one mana of any color in your commander's color identity. Sacrifice Commander's Sphere: Draw a card. Artifact Artifact 3 3 DSC 1 Convert to Slime Destroy up to one target artifact, up to one target creature, and up to one target enchantment. Delirium — Then if there are four or more card types among cards in your graveyard, create an X/X green Ooze creature token, where X is the total mana value of permanents destroyed this way. BG Sorcery Sorcery 5 3BG DSC 3 Counterspell Counter target spell. U Instant Instant 2 UU DSC 3 Cramped Vents (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.) When you unlock this door, this Room deals 6 damage to target creature an opponent controls. You gain life equal to the excess damage dealt this way. B Enchantment — Room Enchantment 11 3B DSC 1 Access Maze (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.) Once during each of your turns, you may cast a spell from your hand by paying life equal to its mana value rather than paying its mana cost. B Enchantment — Room Enchantment 11 5BB DSC 1 Crypt Ghast Extort (Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain that much life.) Whenever you tap a Swamp for mana, add an additional {B}. B Creature — Spirit Creature 4 3B 2/2 DSC 2 Cultivate Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle. G Sorcery Sorcery 3 2G DSC 3 Curator Beastie Reach Colorless creatures you control enter with two additional +1/+1 counters on them. Whenever Curator Beastie enters or attacks, manifest dread. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.) G Creature — Beast Creature 6 4GG 6/6 DSC 2 Curator Beastie Reach Colorless creatures you control enter with two additional +1/+1 counters on them. Whenever Curator Beastie enters or attacks, manifest dread. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.) G Creature — Beast Creature 6 4GG 6/6 DSC 2 Damn Destroy target creature. A creature destroyed this way can't be regenerated. Overload {2}{W}{W} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.") B Sorcery Sorcery 2 BB DSC 3 Dark Wings Bring Your Downfall (An ongoing scheme remains face up until it's abandoned.) Whenever you attack, create a 5/5 black Demon creature token with flying that's tapped and attacking. At the beginning of each end step, if two or more creatures died under your control this turn, abandon this scheme. Ongoing Scheme 0 DSC 1 Deathmist Raptor Deathtouch Whenever a permanent you control is turned face up, you may return Deathmist Raptor from your graveyard to the battlefield face up or face down. Megamorph {4}{G} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.) G Creature — Dinosaur Beast Creature 3 1GG 3/3 DSC 2 Deathreap Ritual Morbid — At the beginning of each end step, if a creature died this turn, you may draw a card. BG Enchantment Enchantment 4 2BG DSC 1 Deluge of Doom All creatures get -X/-X until end of turn, where X is the number of card types among cards in your graveyard. B Sorcery Sorcery 3 2B DSC 3 Demolisher Spawn Trample, haste Delirium — Whenever Demolisher Spawn attacks, if there are four or more card types among cards in your graveyard, other attacking creatures get +4/+4 until end of turn. G Enchantment Creature — Horror Creature 7 5GG 7/7 DSC 2 Demon of Fate's Design Flying, trample Once during each of your turns, you may cast an enchantment spell by paying life equal to its mana value rather than paying its mana cost. {2}{B}, Sacrifice another enchantment: Demon of Fate's Design gets +X/+0 until end of turn, where X is the sacrificed enchantment's mana value. B Enchantment Creature — Demon Creature 6 4BB 6/6 DSC 2 Demonic Covenant Whenever one or more Demons you control attack a player, you draw a card and lose 1 life. 4 At the beginning of your end step, create a 5/5 black Demon creature token with flying, then mill two cards. If two cards that share all their card types were milled this way, sacrifice Demonic Covenant. B Kindred Enchantment -- Demon Enchantment 6 4BB DSC 1 Diabolic Vision Look at the top five cards of your library. Put one of them into your hand and the rest on top of your library in any order. BU Sorcery Sorcery 2 UB DSC 3 Dig Through Time Delve (Each card you exile from your graveyard while casting this spell pays for {1}.) Look at the top seven cards of your library. Put two of them into your hand and the rest on the bottom of your library in any order. U Instant Instant 8 6UU DSC 3 Dimir Aqueduct Dimir Aqueduct enters tapped. When Dimir Aqueduct enters, return a land you control to its owner's hand. {T}: Add {U}{B}. Land Land 0 DSC 0 Disorienting Choice For each opponent, choose up to one target artifact or enchantment that player controls. For each permanent chosen this way, its controller may exile it. Then if one or more of the chosen permanents are still on the battlefield, you search your library for up to that many land cards, put them onto the battlefield tapped, then shuffle. G Sorcery Sorcery 4 3G DSC 3 Disorienting Choice For each opponent, choose up to one target artifact or enchantment that player controls. For each permanent chosen this way, its controller may exile it. Then if one or more of the chosen permanents are still on the battlefield, you search your library for up to that many land cards, put them onto the battlefield tapped, then shuffle. G Sorcery Sorcery 4 3G DSC 3 Doomwake Giant Constellation — Whenever Doomwake Giant or another enchantment you control enters, creatures your opponents control get -1/-1 until end of turn. B Enchantment Creature — Giant Creature 5 4B 4/6 DSC 2 Dream Eater Flash Flying When Dream Eater enters, surveil 4. When you do, you may return target nonland permanent an opponent controls to its owner's hand. (To surveil 4, look at the top four cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) U Creature — Nightmare Sphinx Creature 6 4UU 4/3 DSC 2 Drownyard Temple {T}: Add {C}. {3}: Return Drownyard Temple from your graveyard to the battlefield tapped. Land Land 0 DSC 0 Entreat the Angels Create X 4/4 white Angel creature tokens with flying. Miracle {X}{W}{W} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.) W Sorcery Sorcery 3 XXWWW DSC 3 Eureka Moment Draw two cards. You may put a land card from your hand onto the battlefield. GU Instant Instant 4 2GU DSC 3 Evolving Wilds {T}, Sacrifice Evolving Wilds: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Land Land 0 DSC 0 Exhume Each player puts a creature card from their graveyard onto the battlefield. B Sorcery Sorcery 2 1B DSC 3 Experimental Lab (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.) When you unlock this door, manifest dread, then put two +1/+1 counters and a trample counter on that creature. G Enchantment — Room Enchantment 7 3G DSC 1 Staff Room (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.) Whenever a creature you control deals combat damage to a player, turn that creature face up or put a +1/+1 counter on it. G Enchantment — Room Enchantment 7 2G DSC 1 Explosive Vegetation Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle. G Sorcery Sorcery 4 3G DSC 3 Extravagant Replication At the beginning of your upkeep, create a token that's a copy of another target nonland permanent you control. U Enchantment Enchantment 6 4UU DSC 1 Ezuri's Predation For each creature your opponents control, create a 4/4 green Phyrexian Beast creature token. Each of those tokens fights a different one of those creatures. G Sorcery Sorcery 8 5GGG DSC 3 Fear My Authority (An ongoing scheme remains face up until it's abandoned.) Creatures you control get +2/+2 and have fear. (They can't be blocked except by artifact creatures and/or black creatures.) At the beginning of your upkeep, abandon this scheme unless you discard a card or pay 3 life. Ongoing Scheme 0 DSC 1 Fear of Sleep Paralysis Flying Eerie — Whenever Fear of Sleep Paralysis or another enchantment you control enters and whenever you fully unlock a Room, tap up to one target creature and put a stun counter on it. Stun counters can't be removed from permanents your opponents control. (They won't untap if they have stun counters.) U Enchantment Creature — Nightmare Creature 6 5U 6/6 DSC 2 Fear of Sleep Paralysis Flying Eerie — Whenever Fear of Sleep Paralysis or another enchantment you control enters and whenever you fully unlock a Room, tap up to one target creature and put a stun counter on it. Stun counters can't be removed from permanents your opponents control. (They won't untap if they have stun counters.) U Enchantment Creature — Nightmare Creature 6 5U 6/6 DSC 2 Feed the Swarm Destroy target creature or enchantment an opponent controls. You lose life equal to that permanent's mana value. B Sorcery Sorcery 2 1B DSC 3 Flooded Grove {T}: Add {C}. {G/U}, {T}: Add {G}{G}, {G}{U}, or {U}{U}. Land Land 0 DSC 0 Formless Genesis Changeling (This card is every creature type.) Create an X/X colorless Shapeshifter creature token with changeling and deathtouch, where X is the number of land cards in your graveyard. Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.) G Kindred Sorcery — Shapeshifter be Sorcery 3 2G DSC 3 Giggling Skitterspike Indestructible Whenever Giggling Skitterspike attacks, blocks, or becomes the target of a spell, it deals damage equal to its power to each opponent. {5}: Monstrosity 5. (If this creature isn't monstrous, put five +1/+1 counters on it and it becomes monstrous.) Artifact Creature — Toy Creature 4 4 1/1 DSC 2 Giggling Skitterspike Indestructible Whenever Giggling Skitterspike attacks, blocks, or becomes the target of a spell, it deals damage equal to its power to each opponent. {5}: Monstrosity 5. (If this creature isn't monstrous, put five +1/+1 counters on it and it becomes monstrous.) Artifact Creature — Toy Creature 4 4 1/1 DSC 2 Gleeful Arsonist Whenever an opponent casts a noncreature spell, Gleeful Arsonist deals damage equal to its power to that player. Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.) R Creature — Human Wizard Creature 3 2R 1/2 DSC 2 Glitch Interpreter When Glitch Interpreter enters, if you control no face-down permanents, return Glitch Interpreter to its owner's hand and manifest dread. Whenever one or more colorless creatures you control deal combat damage to a player, draw a card. U Creature — Human Wizard Creature 3 2U 2/3 DSC 2 Glitch Interpreter When Glitch Interpreter enters, if you control no face-down permanents, return Glitch Interpreter to its owner's hand and manifest dread. Whenever one or more colorless creatures you control deal combat damage to a player, draw a card. U Creature — Human Wizard Creature 3 2U 2/3 DSC 2 Goryo's Vengeance Return target legendary creature card from your graveyard to the battlefield. That creature gains haste. Exile it at the beginning of the next end step. Splice onto Arcane {2}{B} (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.) B Instant — Arcane Instant 2 1B DSC 3 Grapple with the Past Mill three cards, then you may return a creature or land card from your graveyard to your hand. (To mill three cards, put the top three cards of your library into your graveyard.) G Instant Instant 2 1G DSC 3 Greater Tanuki Trample Channel — {2}{G}, Discard Greater Tanuki: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. G Enchantment Creature — Dog Creature 6 4GG 6/5 DSC 2 Growth Spiral Draw a card. You may put a land card from your hand onto the battlefield. GU Instant Instant 2 GU DSC 3 Halimar Depths Halimar Depths enters tapped. When Halimar Depths enters, look at the top three cards of your library, then put them back in any order. {T}: Add {U}. Land Land 0 DSC 0 Hall of Heliod's Generosity {T}: Add {C}. {1}{W}, {T}: Put target enchantment card from your graveyard on top of your library. Legendary Land Land 0 DSC 0 Hinterland Harbor Hinterland Harbor enters tapped unless you control a Forest or an Island. {T}: Add {G} or {U}. Land Land 0 DSC 0 Hydra Omnivore Whenever Hydra Omnivore deals combat damage to an opponent, it deals that much damage to each other opponent. G Creature — Hydra Creature 6 4GG 8/8 DSC 2 I Am Duskmourn (An ongoing scheme remains face up until it's abandoned.) At the beginning of your end step, you may cast a spell from your hand without paying its mana cost. If you do, abandon this scheme. Ongoing Scheme 0 DSC 1 I Am Never Alone When you set this scheme in motion, create a token that's a copy of your commander, except it's not legendary. Scheme 0 DSC 1 I Am Untouchable (An ongoing scheme remains face up until it's abandoned.) You and permanents you control have hexproof. When combat damage is dealt to you, create a 4/4 colorless Scarecrow artifact creature token with vigilance, then abandon this scheme. Ongoing Scheme 0 DSC 1 I Call for Slaughter When you set this scheme in motion, create three 1/1 red Devil creature tokens with "When this creature dies, it deals 1 damage to any target." They gain haste until end of turn. If a source you control would deal damage this turn, it deals that much damage plus 1 instead. Scheme 0 DSC 1 I Will Savor Your Agony When you set this scheme in motion, choose three. You may choose the same mode more than once. • Destroy target creature. • Target player draws a card. • Target player gains 5 life. Scheme 0 DSC 1 Inkshield Prevent all combat damage that would be dealt to you this turn. For each 1 damage prevented this way, create a 2/1 white and black Inkling creature token with flying. BW Instant Instant 5 3WB DSC 3 Into the Pit You may look at the top card of your library any time. You may cast spells from the top of your library by sacrificing a nonland permanent in addition to paying their other costs. B Enchantment Enchantment 3 2B DSC 1 Kefnet the Mindful Flying, indestructible Kefnet the Mindful can't attack or block unless you have seven or more cards in hand. {3}{U}: Draw a card, then you may return a land you control to its owner's hand. U Legendary Creature — God Creature 3 2U 5/5 DSC 2 Kheru Spellsnatcher Morph {4}{U}{U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When Kheru Spellsnatcher is turned face up, counter target spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard. You may cast that card without paying its mana cost for as long as it remains exiled. U Creature — Snake Wizard Creature 4 3U 3/3 DSC 2 Kianne, Corrupted Memory As long as Kianne's power is even, you may cast noncreature spells as though they had flash. As long as Kianne's power is odd, you may cast creature spells as though they had flash. Whenever you draw a card, put a +1/+1 counter on Kianne. GU Legendary Creature — Illusion Creature 4 2GU 2/2 DSC 2 Kneel Before My Legions When you set this scheme in motion, choose one — • Create a 4/4 colorless Scarecrow artifact creature token with vigilance. • Creatures you control get +3/+3 and gain vigilance and trample until end of turn. Scheme 0 DSC 1 Life Insurance Extort (Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain that much life.) Whenever a nontoken creature dies, you lose 1 life and create a Treasure token. BW Enchantment Enchantment 5 3WB DSC 1 Lightning Greaves Equipped creature has haste and shroud. (It can't be the target of spells or abilities.) Equip {0} Artifact — Equipment Artifact 2 2 DSC 1 Living Death Each player exiles all creature cards from their graveyard, then sacrifices all creatures they control, then puts all cards they exiled this way onto the battlefield. B Sorcery Sorcery 5 3BB DSC 3 Mesa Enchantress Whenever you cast an enchantment spell, you may draw a card. W Creature — Human Druid Creature 3 1WW 0/2 DSC 2 Metamorphosis Fanatic Lifelink When Metamorphosis Fanatic enters, return up to one target creature card from your graveyard to the battlefield with a lifelink counter on it. Miracle {1}{B} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.) B Creature — Human Cleric Creature 6 4BB 4/4 DSC 2 Metamorphosis Fanatic Lifelink When Metamorphosis Fanatic enters, return up to one target creature card from your graveyard to the battlefield with a lifelink counter on it. Miracle {1}{B} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.) B Creature — Human Cleric Creature 6 4BB 4/4 DSC 2 Mind Stone {T}: Add {C}. {1}, {T}, Sacrifice Mind Stone: Draw a card. Artifact Artifact 2 2 DSC 1 Mine Is the Only Truth (An ongoing scheme remains face up until it's abandoned.) Whenever a player casts a spell, you draw a card. At the beginning of your upkeep, if you drew a card last turn, abandon this scheme. Ongoing Scheme 0 DSC 1 Mirrormade You may have Mirrormade enter as a copy of any artifact or enchantment on the battlefield. U Enchantment Enchantment 3 1UU DSC 1 Mogis, God of Slaughter Indestructible As long as your devotion to black and red is less than seven, Mogis isn't a creature. At the beginning of each opponent's upkeep, Mogis deals 2 damage to that player unless they sacrifice a creature. BR Legendary Enchantment Creature — God Creature 4 2BR 7/5 DSC 2 Moldgraf Monstrosity Trample When Moldgraf Monstrosity dies, exile it, then return two creature cards at random from your graveyard to the battlefield. G Creature — Insect Creature 7 4GGG 8/8 DSC 2 Monologue Tax Whenever an opponent casts their second spell each turn, you create a Treasure token. W Enchantment Enchantment 3 2W DSC 1 Moon-Blessed Cleric Divine Intervention — When Moon-Blessed Cleric enters, you may search your library for an enchantment card, reveal it, then shuffle and put that card on top. W Creature — Human Elf Cleric Creature 3 2W 3/2 DSC 2 Mosswort Bridge Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.) Mosswort Bridge enters tapped. {T}: Add {G}. {G}, {T}: You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater. Land Land 0 DSC 0 Multani, Yavimaya's Avatar Reach, trample Multani, Yavimaya's Avatar gets +1/+1 for each land you control and each land card in your graveyard. {1}{G}, Return two lands you control to their owner's hand: Return Multani from your graveyard to your hand. G Legendary Creature — Elemental Avatar Creature 6 4GG 0/0 DSC 2 My Champion Stands Supreme (An ongoing scheme remains face up until it's abandoned.) Your commander has ward {2}. Whenever your commander attacks, put two +1/+1 counters on it. When your commander leaves the battlefield, abandon this scheme. Ongoing Scheme 0 DSC 1 My Crushing Masterstroke When you set this scheme in motion, gain control of all nonland permanents your opponents control until end of turn. Untap those permanents. They gain haste until end of turn. Each of them attacks its owner this turn if able. Scheme 0 DSC 1 My Followers Ascend When you set this scheme in motion, put five +1/+1 counters on a creature you control and it gains flying and vigilance until end of turn. If you control no creatures, instead create a 4/4 colorless Scarecrow artifact creature token with vigilance. Scheme 0 DSC 1 My Laughter Echoes (An ongoing scheme remains face up until it's abandoned.) Whenever you set a non-ongoing scheme in motion, you may abandon this scheme. If you do, set that scheme in motion again. Ongoing Scheme 0 DSC 1 My Tendrils Run Deep (An ongoing scheme remains face up until it's abandoned.) You may play an additional land on each of your turns. At the beginning of your end step, if you control six or more lands, draw two cards, then abandon this scheme. Ongoing Scheme 0 DSC 1 My Wealth Will Bury You When you set this scheme in motion, create a number of Treasure tokens equal to the number of artifacts and enchantments your opponents control. If they control fewer than four artifacts and enchantments, create four Treasure tokens instead. (Treasure tokens are artifacts with "{T}, Sacrifice this artifact: Add one mana of any color.") Scheme 0 DSC 1 My Will Is Irresistible When you set this scheme in motion, choose up to three nonland permanents you don't control. Target opponent chooses one of those permanents. You gain control of the rest. Scheme 0 DSC 1 My Wings Enfold All When you set this scheme in motion, choose one — • Draw two cards. • Until end of turn, whenever you cast an instant or sorcery spell, copy it. You may choose new targets for the copy. Scheme 0 DSC 1 Myriad Landscape Myriad Landscape enters tapped. {T}: Add {C}. {2}, {T}, Sacrifice Myriad Landscape: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle. Land Land 0 DSC 0 Night's Whisper You draw two cards and you lose 2 life. B Sorcery Sorcery 2 1B DSC 3 Nightmare Shepherd Flying Whenever another nontoken creature you control dies, you may exile it. If you do, create a token that's a copy of that creature, except it's 1/1 and it's a Nightmare in addition to its other types. B Enchantment Creature — Demon Creature 4 2BB 4/4 DSC 2 No Secret Is Hidden from Me When you set this scheme in motion, exile cards from the top of your library until you exile a nonland card. You may cast that card without paying its mana cost. Then if you control six or more lands, repeat this process once. Scheme 0 DSC 1 Obscura Storefront When Obscura Storefront enters, sacrifice it. When you do, search your library for a basic Plains, Island, or Swamp card, put it onto the battlefield tapped, then shuffle and you gain 1 life. Land Land 0 DSC 0 Ondu Spiritdancer Whenever an enchantment you control enters, you may create a token that's a copy of it. Do this only once each turn. W Creature — Kor Cleric Creature 5 4W 3/3 DSC 2 One with the Multiverse You may look at the top card of your library any time. You may play lands and cast spells from the top of your library. Once during each of your turns, you may cast a spell from your hand or the top of your library without paying its mana cost. U Enchantment Enchantment 8 6UU DSC 1 Only I Know What Awaits When you set this scheme in motion, for each card type among permanents your opponents control, you may put a permanent card of that type from your hand onto the battlefield. Scheme 0 DSC 1 Orzhov Basilica Orzhov Basilica enters tapped. When Orzhov Basilica enters, return a land you control to its owner's hand. {T}: Add {W}{B}. Land Land 0 DSC 0 Orzhov Signet {1}, {T}: Add {W}{B}. Artifact Artifact 2 2 DSC 1 Otherworldly Gaze Surveil 3. (Look at the top three cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) Flashback {1}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.) U Instant Instant 1 U DSC 3 Overflowing Basin {1}, {T}: Add {G}{U}. Land Land 0 DSC 0 Oversimplify Exile all creatures. Each player creates a 0/0 green and blue Fractal creature token and puts a number of +1/+1 counters on it equal to the total power of creatures they controlled that were exiled this way. GU Sorcery Sorcery 5 3GU DSC 3 Overwhelming Stampede Until end of turn, creatures you control gain trample and get +X/+X, where X is the greatest power among creatures you control. G Sorcery Sorcery 5 3GG DSC 3 Persistent Constrictor At the beginning of each opponent's upkeep, they lose 1 life and you put a -1/-1 counter on up to one target creature they control. Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.) B Creature — Zombie Snake Creature 5 4B 5/3 DSC 2 Phenomenon Investigators As Phenomenon Investigators enters, choose Believe or Doubt. • Believe — Whenever a nontoken creature you control dies, create a 2/2 black Horror enchantment creature token. • Doubt — At the beginning of your end step, you may return a nonland permanent you own to your hand. If you do, draw a card. BU Creature — Human Detective Creature 4 2UB 3/4 DSC 2 Phenomenon Investigators As Phenomenon Investigators enters, choose Believe or Doubt. • Believe — Whenever a nontoken creature you control dies, create a 2/2 black Horror enchantment creature token. • Doubt — At the beginning of your end step, you may return a nonland permanent you own to your hand. If you do, draw a card. BU Creature — Human Detective Creature 4 2UB 3/4 DSC 2 Plots That Span Centuries When you set this scheme in motion, the next time you would set a scheme in motion, set three schemes in motion instead. Scheme 0 DSC 1 Polluted Cistern (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.) Whenever one or more cards are put into your graveyard from your library, each opponent loses 1 life for each card type among those cards. B Enchantment — Room Enchantment 2 1B DSC 1 Dim Oubliette (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.) When you unlock this door, mill three cards, then return a creature card from your graveyard to the battlefield. B Enchantment — Room Enchantment 2 4B DSC 1 Ponder Look at the top three cards of your library, then put them back in any order. You may shuffle. Draw a card. U Sorcery Sorcery 1 U DSC 3 Portent Look at the top three cards of target player's library, then put them back in any order. You may have that player shuffle. Draw a card at the beginning of the next turn's upkeep. U Sorcery Sorcery 1 U DSC 3 Power Without Equal When you set this scheme in motion, draw three cards. You have no maximum hand size until your next turn. If you control six or more lands, you may cast up to three spells from your hand without paying their mana costs. Scheme 0 DSC 1 Primordial Mist At the beginning of your end step, you may manifest the top card of your library. (Put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.) Exile a face-down permanent you control face up: You may play that card this turn. (You still pay its costs. Timing rules still apply.) U Enchantment Enchantment 5 4U DSC 1 Prognostic Sphinx Flying Discard a card: Prognostic Sphinx gains hexproof until end of turn. Tap it. Whenever Prognostic Sphinx attacks, scry 3. U Creature — Sphinx Creature 5 3UU 3/5 DSC 2 Putrefy Destroy target artifact or creature. It can't be regenerated. BG Instant Instant 3 1BG DSC 3 Quandrix Campus Quandrix Campus enters tapped. {T}: Add {G} or {U}. {4}, {T}: Scry 1. Land Land 0 DSC 0 Rampant Growth Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. G Sorcery Sorcery 2 1G DSC 3 Rashmi, Eternities Crafter Whenever you cast your first spell each turn, reveal the top card of your library. You may cast it without paying its mana cost if it's a spell with lesser mana value. If you don't cast it, put it into your hand. GU Legendary Creature — Elf Druid Creature 4 2GU 2/3 DSC 2 Read the Bones Scry 2, then draw two cards. You lose 2 life. B Sorcery Sorcery 3 2B DSC 3 Reality Is Mine to Control (An ongoing scheme remains face up until it's abandoned.) Whenever you cast a spell, you may abandon this scheme. If you do, copy that spell, and you may choose new targets for the copy. (A copy of a permanent spell becomes a token.) Ongoing Scheme 0 DSC 1 Reality Shift Exile target creature. Its controller manifests the top card of their library. (That player puts the top card of their library onto the battlefield face down as a 2/2 creature. If it's a creature card, it can be turned face up any time for its mana cost.) U Instant Instant 2 1U DSC 3 Redress Fate Return all artifact and enchantment cards from your graveyard to the battlefield. Miracle {3}{W} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.) W Sorcery Sorcery 8 6WW DSC 3 Redress Fate Return all artifact and enchantment cards from your graveyard to the battlefield. Miracle {3}{W} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.) W Sorcery Sorcery 8 6WW DSC 3 Reliquary Tower You have no maximum hand size. {T}: Add {C}. Land Land 0 DSC 0 Rendmaw, Creaking Nest Menace, reach When Rendmaw, Creaking Nest enters and whenever you play a card with two or more card types, each player creates a tapped 2/2 black Bird creature token with flying. The tokens are goaded for the rest of the game. (They attack each combat if able and attack a player other than you if able.) BG Legendary Artifact Creature — Scarecrow Creature 5 3BG 5/5 DSC 2 Retreat to Coralhelm Landfall — Whenever a land you control enters, choose one — • You may tap or untap target creature. • Scry 1. (Look at the top card of your library. You may put that card on the bottom.) U Enchantment Enchantment 3 2U DSC 1 Return to Dust Exile target artifact or enchantment. If you cast this spell during your main phase, you may exile up to one other target artifact or enchantment. W Instant Instant 4 2WW DSC 3 Rot Like the Scum You Are When you set this scheme in motion, create a 2/2 green Ooze creature token, then put a number of +1/+1 counters on it equal to the number of lands your opponents control. Scheme 0 DSC 1 Sadistic Shell Game Starting with the next opponent in turn order, each player chooses a creature you don't control. Destroy the chosen creatures. B Sorcery Sorcery 5 4B DSC 3 Sakura-Tribe Elder Sacrifice Sakura-Tribe Elder: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. G Creature — Snake Shaman Creature 2 1G 1/1 DSC 2 Sandwurm Convergence Creatures with flying can't attack you or planeswalkers you control. At the beginning of your end step, create a 5/5 green Wurm creature token. G Enchantment Enchantment 8 6GG DSC 1 Scheme When you set this scheme in motion, choose any number of creatures with different mana values. Destroy those creatures. Scheme 0 DSC 1 Scroll of Fate {T}: Manifest a card from your hand. (Put that card onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.) Artifact Artifact 3 3 DSC 1 Scute Swarm Landfall — Whenever a land you control enters, create a 1/1 green Insect creature token. If you control six or more lands, create a token that's a copy of Scute Swarm instead. G Creature — Insect Creature 3 2G 1/1 DSC 2 Secret Arcade (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.) Nonland permanents you control and permanent spells you control are enchantments in addition to their other types. W Enchantment — Room Enchantment 8 4W DSC 1 Dusty Parlor (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.) Whenever you cast an enchantment spell, put a number of +1/+1 counters equal to that spell's mana value on up to one target creature. W Enchantment — Room Enchantment 8 2W DSC 1 Shark Typhoon Whenever you cast a noncreature spell, create an X/X blue Shark creature token with flying, where X is that spell's mana value. Cycling {X}{1}{U} ({X}{1}{U}, Discard this card: Draw a card.) When you cycle Shark Typhoon, create an X/X blue Shark creature token with flying. U Enchantment Enchantment 6 5U DSC 1 Shigeki, Jukai Visionary {1}{G}, {T}, Return Shigeki, Jukai Visionary to its owner's hand: Reveal the top four cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest into your graveyard. Channel — {X}{X}{G}{G}, Discard Shigeki: Return X target nonlegendary cards from your graveyard to your hand. G Legendary Enchantment Creature — Snake Druid Creature 2 1G 1/3 DSC 2 Shriekwood Devourer Trample Whenever you attack with one or more creatures, untap up to X lands, where X is the greatest power among those creatures. G Creature — Treefolk Creature 7 5GG 7/5 DSC 2 Shriekwood Devourer Trample Whenever you attack with one or more creatures, untap up to X lands, where X is the greatest power among those creatures. G Creature — Treefolk Creature 7 5GG 7/5 DSC 2 Sigil of the Empty Throne Whenever you cast an enchantment spell, create a 4/4 white Angel creature token with flying. W Enchantment Enchantment 5 3WW DSC 1 Simic Growth Chamber Simic Growth Chamber enters tapped. When Simic Growth Chamber enters, return a land you control to its owner's hand. {T}: Add {G}{U}. Land Land 0 DSC 0 Simic Signet {1}, {T}: Add {G}{U}. Artifact Artifact 2 2 DSC 1 Skaab Ruinator As an additional cost to cast this spell, exile three creature cards from your graveyard. Flying You may cast Skaab Ruinator from your graveyard. U Creature — Zombie Horror Creature 3 1UU 5/6 DSC 2 Soaring Lightbringer Flying Other enchantment creatures you control have flying. Whenever you attack a player, create a 1/1 white Glimmer enchantment creature token that's tapped and attacking that player. W Enchantment Creature — Bird Glimmer Creature 5 4W 4/5 DSC 2 Soaring Lightbringer Flying Other enchantment creatures you control have flying. Whenever you attack a player, create a 1/1 white Glimmer enchantment creature token that's tapped and attacking that player. W Enchantment Creature — Bird Glimmer Creature 5 4W 4/5 DSC 2 Sol Ring {T}: Add {C}{C}. Artifact Artifact 1 1 DSC 1 Solemn Simulacrum When Solemn Simulacrum enters, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. When Solemn Simulacrum dies, you may draw a card. Artifact Creature — Golem Creature 4 4 2/2 DSC 2 Sphere of Safety Creatures can't attack you or planeswalkers you control unless their controller pays {X} for each of those creatures, where X is the number of enchantments you control. W Enchantment Enchantment 5 4W DSC 1 Spiked Corridor (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.) When you unlock this door, create three 1/1 red Devil creature tokens with "When this creature dies, it deals 1 damage to any target." R Enchantment — Room Enchantment 8 3R DSC 1 Torture Pit (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.) If a source you control would deal noncombat damage to an opponent, it deals that much damage plus 2 instead. R Enchantment — Room Enchantment 8 3R DSC 1 Spirit-Sister's Call At the beginning of your end step, choose target permanent card in your graveyard. You may sacrifice a permanent that shares a card type with the chosen card. If you do, return the chosen card from your graveyard to the battlefield and it gains "If this permanent would leave the battlefield, exile it instead of putting it anywhere else." BW Enchantment Enchantment 5 3WB DSC 1 Star Athlete Menace Whenever Star Athlete attacks, choose up to one target nonland permanent. Its controller may sacrifice it. If they don't, Star Athlete deals 5 damage to that player. Blitz {3}{R} (If you cast this spell for its blitz cost, it gains haste and "When this creature dies, draw a card." Sacrifice it at the beginning of the next end step.) R Creature — Human Warrior Creature 3 1RR 3/2 DSC 2 Starfield Mystic Enchantment spells you cast cost {1} less to cast. Whenever an enchantment you control is put into a graveyard from the battlefield, put a +1/+1 counter on Starfield Mystic. W Creature — Human Cleric Creature 2 1W 2/2 DSC 2 Suspended Sentence Destroy target creature an opponent controls. That player loses 3 life. Exile Suspended Sentence with three time counters on it. Suspend 3—{1}{B} (Rather than cast this card from your hand, you may pay {1}{B} and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.) B Instant Instant 4 3B DSC 3 Suspicious Bookcase Defender {3}, {T}: Target creature can't be blocked this turn. Artifact Creature — Wall Creature 2 2 0/4 DSC 2 Swords to Plowshares Exile target creature. Its controller gains life equal to its power. W Instant Instant 1 W DSC 3 Séance Board Morbid — At the beginning of each end step, if a creature died this turn, put a soul counter on Séance Board. {T}: Add X mana of any one color, where X is the number of soul counters on Séance Board. Spend this mana only to cast instant, sorcery, Demon, and Spirit spells. Artifact Artifact 2 2 DSC 1 Tainted Field {T}: Add {C}. {T}: Add {W} or {B}. Activate only if you control a Swamp. Land Land 0 DSC 0 Tainted Isle {T}: Add {C}. {T}: Add {U} or {B}. Activate only if you control a Swamp. Land Land 0 DSC 0 Tangled Islet ({T}: Add {G} or {U}.) Tangled Islet enters tapped. Land — Forest Island Land 0 DSC 0 Tatyova, Benthic Druid Landfall — Whenever a land you control enters, you gain 1 life and draw a card. GU Legendary Creature — Merfolk Druid Creature 5 3GU 3/3 DSC 2 Telling Time Look at the top three cards of your library. Put one of those cards into your hand, one on top of your library, and one on the bottom of your library. U Instant Instant 2 1U DSC 3 Temple of Deceit Temple of Deceit enters tapped. When Temple of Deceit enters, scry 1. {T}: Add {U} or {B}. Land Land 0 DSC 0 Temple of Enlightenment Temple of Enlightenment enters tapped. When Temple of Enlightenment enters, scry 1. {T}: Add {W} or {U}. Land Land 0 DSC 0 Temple of Mystery Temple of Mystery enters tapped. When Temple of Mystery enters, scry 1. {T}: Add {G} or {U}. Land Land 0 DSC 0 Temple of Silence Temple of Silence enters tapped. When Temple of Silence enters, scry 1. {T}: Add {W} or {B}. Land Land 0 DSC 0 Temple of the False God {T}: Add {C}{C}. Activate only if you control five or more lands. Land Land 0 DSC 0 Temur War Shaman When Temur War Shaman enters, manifest the top card of your library. (Put that card onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.) Whenever a permanent you control is turned face up, if it's a creature, you may have it fight target creature you don't control. G Creature — Human Shaman Creature 6 4GG 4/5 DSC 2 Terminus Put all creatures on the bottom of their owners' libraries. Miracle {W} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.) W Sorcery Sorcery 6 4WW DSC 3 The Eldest Reborn (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Each opponent sacrifices a creature or planeswalker. II — Each opponent discards a card. III — Put target creature or planeswalker card from a graveyard onto the battlefield under your control. B Enchantment — Saga Enchantment 5 4B DSC 1 The Lord of Pain Menace Your opponents can't gain life. Whenever a player casts their first spell each turn, choose another target player. The Lord of Pain deals damage equal to that spell's mana value to the chosen player. BR Legendary Creature — Human Assassin Creature 5 3BR 5/5 DSC 2 The Master of Keys Flying When The Master of Keys enters, put X +1/+1 counters on it and mill twice X cards. Each enchantment card in your graveyard has escape. The escape cost is equal to the card's mana cost plus exile three other cards from your graveyard. (You may cast cards from your graveyard for their escape cost.) BUW Legendary Enchantment Creature — Horror Creature 3 XWUB 3/3 DSC 2 They Came from the Pipes When They Came from the Pipes enters, manifest dread twice. (To manifest dread, look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.) Whenever a face-down creature you control enters, draw a card. U Enchantment Enchantment 5 4U DSC 1 They Came from the Pipes When They Came from the Pipes enters, manifest dread twice. (To manifest dread, look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.) Whenever a face-down creature you control enters, draw a card. U Enchantment Enchantment 5 4U DSC 1 Thirst for Meaning Draw three cards. Then discard two cards unless you discard an enchantment card. U Instant Instant 3 2U DSC 3 Thornwood Falls Thornwood Falls enters tapped. When Thornwood Falls enters, you gain 1 life. {T}: Add {G} or {U}. Land Land 0 DSC 0 Thriving Heath Thriving Heath enters tapped. As it enters, choose a color other than white. {T}: Add {W} or one mana of the chosen color. Land Land 0 DSC 0 Thriving Isle Thriving Isle enters tapped. As it enters, choose a color other than blue. {T}: Add {U} or one mana of the chosen color. Land Land 0 DSC 0 Thriving Moor Thriving Moor enters tapped. As it enters, choose a color other than black. {T}: Add {B} or one mana of the chosen color. Land Land 0 DSC 0 Time Bends to My Will When you set this scheme in motion, take an extra turn after this one. Skip the untap step of that turn. Scheme 0 DSC 1 Time Wipe Return a creature you control to its owner's hand, then destroy all creatures. UW Sorcery Sorcery 5 2WWU DSC 3 Timely Ward You may cast Timely Ward as though it had flash if it targets a commander. Enchant creature Enchanted creature has indestructible. W Enchantment — Aura Enchantment 3 2W DSC 1 Trail of Mystery Whenever a face-down creature you control enters, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle. Whenever a permanent you control is turned face up, if it's a creature, it gets +2/+2 until end of turn. G Enchantment Enchantment 2 1G DSC 1 Trygon Predator Flying Whenever Trygon Predator deals combat damage to a player, you may destroy target artifact or enchantment that player controls. GU Creature — Beast Creature 3 1GU 2/3 DSC 2 Underground River {T}: Add {C}. {T}: Add {U} or {B}. Underground River deals 1 damage to you. Land Land 0 DSC 0 Ursine Monstrosity Trample At the beginning of combat on your turn, mill a card and choose an opponent at random. Ursine Monstrosity attacks that player this combat if able. Until end of turn, Ursine Monstrosity gains indestructible and gets +1/+1 for each card type among cards in your graveyard. G Creature — Bear Mutant Creature 3 2G 3/3 DSC 2 Utter End Exile target nonland permanent. BW Instant Instant 4 2WB DSC 3 Valgavoth, Harrower of Souls Flying Ward—Pay 2 life. Whenever an opponent loses life for the first time during each of their turns, put a +1/+1 counter on Valgavoth, Harrower of Souls and draw a card. BR Legendary Creature — Elder Demon Creature 4 2BR 4/4 DSC 2 Verge Rangers First strike You may look at the top card of your library any time. As long as an opponent controls more lands than you, you may play lands from the top of your library. (You can play a land this way only if you have an available land play remaining.) W Creature — Human Scout Ranger Creature 3 2W 3/3 DSC 2 Vineglimmer Snarl As Vineglimmer Snarl enters, you may reveal a Forest or Island card from your hand. If you don't, Vineglimmer Snarl enters tapped. {T}: Add {G} or {U}. Land Land 0 DSC 0 When Will You Learn? When you set this scheme in motion, each opponent exiles the top card of their library. You may cast any number of spells from among cards exiled this way without paying their mana costs. Scheme 0 DSC 1 Whisperwood Elemental At the beginning of your end step, manifest the top card of your library. (Put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.) Sacrifice Whisperwood Elemental: Until end of turn, face-up nontoken creatures you control gain "When this creature dies, manifest the top card of your library." G Creature — Elemental Creature 5 3GG 4/4 DSC 2 Wilderness Reclamation At the beginning of your end step, untap all lands you control. G Enchantment Enchantment 4 3G DSC 1 Winter, Cynical Opportunist Deathtouch Whenever Winter attacks, mill three cards. Delirium — At the beginning of your end step, you may exile any number of cards from your graveyard with four or more card types among them. If you do, put a permanent card from among them onto the battlefield with a finality counter on it. BG Legendary Creature — Human Warlock Creature 4 2BG 2/5 DSC 2 Worldspine Wurm Trample When Worldspine Wurm dies, create three 5/5 green Wurm creature tokens with trample. When Worldspine Wurm is put into a graveyard from anywhere, shuffle it into its owner's library. G Creature — Wurm Creature 11 8GGG 15/15 DSC 2 Yavimaya Coast {T}: Add {C}. {T}: Add {G} or {U}. Yavimaya Coast deals 1 damage to you. Land Land 0 DSC 0 Yavimaya Elder When Yavimaya Elder dies, you may search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle. {2}, Sacrifice Yavimaya Elder: Draw a card. G Creature — Human Druid Creature 3 1GG 2/1 DSC 2 Yedora, Grave Gardener Whenever another nontoken creature you control dies, you may return it to the battlefield face down under its owner's control. It's a Forest land. (It has no other types or abilities.) G Legendary Creature — Treefolk Druid Creature 5 4G 5/5 DSC 2 You Cannot Hide from Me (An ongoing scheme remains face up until it's abandoned.) At the beginning of combat on your turn, up to one target creature gets +2/+2 and gains vigilance until end of turn. It can't be blocked this turn. At the beginning of each opponent's end step, if that player has less than half their starting life total, abandon this scheme. Ongoing Scheme 0 DSC 1 You Exist Only to Amuse When you set this scheme in motion, choose one. If you control six or more lands, choose both instead. • Create three 1/1 red Devil creature tokens with "When this creature dies, it deals 1 damage to any target." • Until your next turn, creatures your opponents control have base power and toughness 1/1 and lose all abilities. Scheme 0 DSC 1 You Live Only Because I Will It When you set this scheme in motion, you may redistribute any number of life totals. (Each affected player or team gets one of those life totals back.) Scheme 0 DSC 1 You Will Know True Suffering When you set this scheme in motion, it deals damage equal to your commander's mana value to each noncommander creature your opponents control. Scheme 0 DSC 1 Your Mistake Is My Triumph When you set this scheme in motion, each player mills three cards. Then you put a permanent card from among the milled cards onto the battlefield under your control. Scheme 0 DSC 1 Your Nightmares Are Delicious When you set this scheme in motion, each opponent who has more than five cards in hand discards cards equal to the difference. Then if fewer than three cards were discarded this way, you draw three cards. Scheme 0 DSC 1 Your Own Face Mocks You When you set this scheme in motion, choose up to two target creatures your opponents control. For each one, create a token that's a copy of it. If you created fewer than two tokens this way, create a number of 4/4 colorless Scarecrow artifact creature tokens with vigilance equal to the difference. Scheme 0 DSC 1 Your Plans Mean Nothing When you set this scheme in motion, any number of target players each discard their hands. Each opponent draws cards equal to the number of cards that player discarded minus one. Then if you discarded a card this way, draw seven cards. Scheme 0 DSC 1 Zimone's Hypothesis You may put a +1/+1 counter on a creature. Then choose odd or even. Return each creature with power of the chosen quality to its owner's hand. (Zero is even.) U Instant Instant 5 3UU DSC 3 Zimone's Hypothesis You may put a +1/+1 counter on a creature. Then choose odd or even. Return each creature with power of the chosen quality to its owner's hand. (Zero is even.) U Instant Instant 5 3UU DSC 3 Zimone, Mystery Unraveler Landfall — Whenever a land you control enters, manifest dread if this is the first time this ability has resolved this turn. Otherwise, you may turn a permanent you control face up. (To manifest dread, look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.) GU Legendary Creature — Human Wizard Creature 4 2GU 3/3 DSC 2