Cockatrice/Magic-Spoiler
2024-02-26 08:12:28 (UTC)
https://raw.githubusercontent.com/Cockatrice/Magic-Spoiler/files/PIP.xml
PIP
Fallout (Spoiler)
Commander
2024-03-08
Abundant Growth
Enchant land
When Abundant Growth enters the battlefield, draw a card.
Enchanted land has "{T}: Add one mana of any color."
G
Enchantment — Aura
Enchantment
1
G
PIP
1
Abundant Growth
Enchant land
When Abundant Growth enters the battlefield, draw a card.
Enchanted land has "{T}: Add one mana of any color."
G
Enchantment — Aura
Enchantment
1
G
PIP
1
Acquired Mutation
Enchant creature
Enchanted creature gets +2/+2 and is goaded. (It attacks each combat if able and attacks a player other than you if able.)
Whenever enchanted creature attacks, defending player gets two rad counters.
R
Enchantment — Aura
Enchantment
3
2R
PIP
1
Acquired Mutation
Enchant creature
Enchanted creature gets +2/+2 and is goaded. (It attacks each combat if able and attacks a player other than you if able.)
Whenever enchanted creature attacks, defending player gets two rad counters.
R
Enchantment — Aura
Enchantment
3
2R
PIP
1
Agent Frank Horrigan
Trample
Agent Frank Horrigan has indestructible as long as it attacked this turn.
Whenever Agent Frank Horrigan enters the battlefield or attacks, proliferate twice. (To proliferate, choose any number of permanents and/or players, then give each another counter of each kind already there.)
BG
Legendary Creature — Mutant Warrior
Creature
7
5BG
8/6
PIP
2
Agent Frank Horrigan
Trample
Agent Frank Horrigan has indestructible as long as it attacked this turn.
Whenever Agent Frank Horrigan enters the battlefield or attacks, proliferate twice. (To proliferate, choose any number of permanents and/or players, then give each another counter of each kind already there.)
BG
Legendary Creature — Mutant Warrior
Creature
7
5BG
8/6
PIP
2
Agent Frank Horrigan
Trample
Agent Frank Horrigan has indestructible as long as it attacked this turn.
Whenever Agent Frank Horrigan enters the battlefield or attacks, proliferate twice. (To proliferate, choose any number of permanents and/or players, then give each another counter of each kind already there.)
BG
Legendary Creature — Mutant Warrior
Creature
7
5BG
8/6
PIP
2
Agent Frank Horrigan
Trample
Agent Frank Horrigan has indestructible as long as it attacked this turn.
Whenever Agent Frank Horrigan enters the battlefield or attacks, proliferate twice. (To proliferate, choose any number of permanents and/or players, then give each another counter of each kind already there.)
BG
Legendary Creature — Mutant Warrior
Creature
7
5BG
8/6
PIP
2
Agility Bobblehead
{T}: Add one mana of any color.
{3}, {T}: Up to X target creatures you control each gain haste until end of turn and can't be blocked this turn except by creatures with haste, where X is the number of Bobbleheads you control as you activate this ability.
Artifact — Bobblehead
Artifact
3
3
PIP
1
Agility Bobblehead
{T}: Add one mana of any color.
{3}, {T}: Up to X target creatures you control each gain haste until end of turn and can't be blocked this turn except by creatures with haste, where X is the number of Bobbleheads you control as you activate this ability.
Artifact — Bobblehead
Artifact
3
3
PIP
1
Agility Bobblehead
{T}: Add one mana of any color.
{3}, {T}: Up to X target creatures you control each gain haste until end of turn and can't be blocked this turn except by creatures with haste, where X is the number of Bobbleheads you control as you activate this ability.
Artifact — Bobblehead
Artifact
3
3
PIP
1
All That Glitters
Enchant creature
Enchanted creature gets +1/+1 for each artifact and/or enchantment you control.
W
Enchantment — Aura
Enchantment
2
1W
PIP
1
All That Glitters
Enchant creature
Enchanted creature gets +1/+1 for each artifact and/or enchantment you control.
W
Enchantment — Aura
Enchantment
2
1W
PIP
1
Almost Perfect
Enchant creature
Enchanted creature has base power and toughness 9/10 and has indestructible.
GW
Enchantment — Aura
Enchantment
6
4GW
PIP
1
Almost Perfect
Enchant creature
Enchanted creature has base power and toughness 9/10 and has indestructible.
GW
Enchantment — Aura
Enchantment
6
4GW
PIP
1
Almost Perfect
Enchant creature
Enchanted creature has base power and toughness 9/10 and has indestructible.
GW
Enchantment — Aura
Enchantment
6
4GW
PIP
1
Almost Perfect
Enchant creature
Enchanted creature has base power and toughness 9/10 and has indestructible.
GW
Enchantment — Aura
Enchantment
6
4GW
PIP
1
Alpha Deathclaw
Menace, trample
When Alpha Deathclaw enters the battlefield or becomes monstrous, destroy target permanent.
{5}{B}{G}: Monstrosity 4. (If this creature isn't monstrous, put four +1/+1 counters on it and it becomes monstrous.)
BG
Creature — Lizard Mutant
Creature
6
4BG
6/6
PIP
2
Alpha Deathclaw
Menace, trample
When Alpha Deathclaw enters the battlefield or becomes monstrous, destroy target permanent.
{5}{B}{G}: Monstrosity 4. (If this creature isn't monstrous, put four +1/+1 counters on it and it becomes monstrous.)
BG
Creature — Lizard Mutant
Creature
6
4BG
6/6
PIP
2
Alpha Deathclaw
Menace, trample
When Alpha Deathclaw enters the battlefield or becomes monstrous, destroy target permanent.
{5}{B}{G}: Monstrosity 4. (If this creature isn't monstrous, put four +1/+1 counters on it and it becomes monstrous.)
BG
Creature — Lizard Mutant
Creature
6
4BG
6/6
PIP
2
Alpha Deathclaw
Menace, trample
When Alpha Deathclaw enters the battlefield or becomes monstrous, destroy target permanent.
{5}{B}{G}: Monstrosity 4. (If this creature isn't monstrous, put four +1/+1 counters on it and it becomes monstrous.)
BG
Creature — Lizard Mutant
Creature
6
4BG
6/6
PIP
2
Anguished Unmaking
Exile target nonland permanent. You lose 3 life.
BW
Instant
Instant
3
1WB
PIP
3
Anguished Unmaking
Exile target nonland permanent. You lose 3 life.
BW
Instant
Instant
3
1WB
PIP
3
Anguished Unmaking
Exile target nonland permanent. You lose 3 life.
BW
Instant
Instant
3
1WB
PIP
3
Anguished Unmaking
Exile target nonland permanent. You lose 3 life.
BW
Instant
Instant
3
1WB
PIP
3
Animal Friend
Enchant creature
Enchanted creature has "Whenever this creature attacks, create a 1/1 green Squirrel creature token. Put a +1/+1 counter on that token for each Aura and Equipment attached to this creature other than Animal Friend."
G
Enchantment — Aura
Enchantment
2
1G
PIP
1
Animal Friend
Enchant creature
Enchanted creature has "Whenever this creature attacks, create a 1/1 green Squirrel creature token. Put a +1/+1 counter on that token for each Aura and Equipment attached to this creature other than Animal Friend."
G
Enchantment — Aura
Enchantment
2
1G
PIP
1
Animal Friend
Enchant creature
Enchanted creature has "Whenever this creature attacks, create a 1/1 green Squirrel creature token. Put a +1/+1 counter on that token for each Aura and Equipment attached to this creature other than Animal Friend."
G
Enchantment — Aura
Enchantment
2
1G
PIP
1
Animal Friend
Enchant creature
Enchanted creature has "Whenever this creature attacks, create a 1/1 green Squirrel creature token. Put a +1/+1 counter on that token for each Aura and Equipment attached to this creature other than Animal Friend."
G
Enchantment — Aura
Enchantment
2
1G
PIP
1
Aradesh, the Founder
Enlist (As this creature attacks, you may tap a nonattacking creature you control without summoning sickness. When you do, add its power to this creature's until end of turn.)
Whenever a creature you control attacks, if it enlisted a creature this combat, the creature that attacked gains double strike until end of turn. If that creature's power is 4 or greater, draw a card.
W
Legendary Creature — Human Soldier
Creature
3
2W
1/4
PIP
2
Aradesh, the Founder
Enlist (As this creature attacks, you may tap a nonattacking creature you control without summoning sickness. When you do, add its power to this creature's until end of turn.)
Whenever a creature you control attacks, if it enlisted a creature this combat, the creature that attacked gains double strike until end of turn. If that creature's power is 4 or greater, draw a card.
W
Legendary Creature — Human Soldier
Creature
3
2W
1/4
PIP
2
Aradesh, the Founder
Enlist (As this creature attacks, you may tap a nonattacking creature you control without summoning sickness. When you do, add its power to this creature's until end of turn.)
Whenever a creature you control attacks, if it enlisted a creature this combat, the creature that attacked gains double strike until end of turn. If that creature's power is 4 or greater, draw a card.
W
Legendary Creature — Human Soldier
Creature
3
2W
1/4
PIP
2
Aradesh, the Founder
Enlist (As this creature attacks, you may tap a nonattacking creature you control without summoning sickness. When you do, add its power to this creature's until end of turn.)
Whenever a creature you control attacks, if it enlisted a creature this combat, the creature that attacked gains double strike until end of turn. If that creature's power is 4 or greater, draw a card.
W
Legendary Creature — Human Soldier
Creature
3
2W
1/4
PIP
2
Arcade Gannon
{T}: Draw a card, then discard a card. Put a quest counter on Arcade Gannon.
For Auld Lang Syne — Once during each of your turns, you may cast an artifact or Human spell from your graveyard with mana value less than or equal to the number of quest counters on Arcade Gannon.
UW
Legendary Creature — Human Doctor
Creature
4
2WU
2/3
PIP
2
Arcade Gannon
{T}: Draw a card, then discard a card. Put a quest counter on Arcade Gannon.
For Auld Lang Syne — Once during each of your turns, you may cast an artifact or Human spell from your graveyard with mana value less than or equal to the number of quest counters on Arcade Gannon.
UW
Legendary Creature — Human Doctor
Creature
4
2WU
2/3
PIP
2
Arcade Gannon
{T}: Draw a card, then discard a card. Put a quest counter on Arcade Gannon.
For Auld Lang Syne — Once during each of your turns, you may cast an artifact or Human spell from your graveyard with mana value less than or equal to the number of quest counters on Arcade Gannon.
UW
Legendary Creature — Human Doctor
Creature
4
2WU
2/3
PIP
2
Arcade Gannon
{T}: Draw a card, then discard a card. Put a quest counter on Arcade Gannon.
For Auld Lang Syne — Once during each of your turns, you may cast an artifact or Human spell from your graveyard with mana value less than or equal to the number of quest counters on Arcade Gannon.
UW
Legendary Creature — Human Doctor
Creature
4
2WU
2/3
PIP
2
Arcane Signet
{T}: Add one mana of any color in your commander's color identity.
Artifact
Artifact
2
2
PIP
1
Arcane Signet
{T}: Add one mana of any color in your commander's color identity.
Artifact
Artifact
2
2
PIP
1
Arcane Signet
{T}: Add one mana of any color in your commander's color identity.
Artifact
Artifact
2
2
PIP
1
Arcane Signet
{T}: Add one mana of any color in your commander's color identity.
Artifact
Artifact
2
2
PIP
1
Armory Paladin
Trample
Whenever you cast an Aura or Equipment spell, exile the top card of your library. You may play that card until the end of your next turn.
RW
Creature — Human Knight
Creature
3
1RW
3/3
PIP
2
Armory Paladin
Trample
Whenever you cast an Aura or Equipment spell, exile the top card of your library. You may play that card until the end of your next turn.
RW
Creature — Human Knight
Creature
3
1RW
3/3
PIP
2
Armory Paladin
Trample
Whenever you cast an Aura or Equipment spell, exile the top card of your library. You may play that card until the end of your next turn.
RW
Creature — Human Knight
Creature
3
1RW
3/3
PIP
2
Armory Paladin
Trample
Whenever you cast an Aura or Equipment spell, exile the top card of your library. You may play that card until the end of your next turn.
RW
Creature — Human Knight
Creature
3
1RW
3/3
PIP
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
PIP
0
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
PIP
0
Assaultron Dominator
When Assaultron Dominator enters the battlefield, you get {E}{E} (two energy counters).
Whenever an artifact creature you control attacks, you may pay {E}. If you do, put your choice of a +1/+1, first strike, or trample counter on that creature.
R
Artifact Creature — Robot
Creature
2
1R
2/2
PIP
2
Assaultron Dominator
When Assaultron Dominator enters the battlefield, you get {E}{E} (two energy counters).
Whenever an artifact creature you control attacks, you may pay {E}. If you do, put your choice of a +1/+1, first strike, or trample counter on that creature.
R
Artifact Creature — Robot
Creature
2
1R
2/2
PIP
2
Assaultron Dominator
When Assaultron Dominator enters the battlefield, you get {E}{E} (two energy counters).
Whenever an artifact creature you control attacks, you may pay {E}. If you do, put your choice of a +1/+1, first strike, or trample counter on that creature.
R
Artifact Creature — Robot
Creature
2
1R
2/2
PIP
2
Assaultron Dominator
When Assaultron Dominator enters the battlefield, you get {E}{E} (two energy counters).
Whenever an artifact creature you control attacks, you may pay {E}. If you do, put your choice of a +1/+1, first strike, or trample counter on that creature.
R
Artifact Creature — Robot
Creature
2
1R
2/2
PIP
2
Assemble the Legion
At the beginning of your upkeep, put a muster counter on Assemble the Legion. Then create a 1/1 red and white Soldier creature token with haste for each muster counter on Assemble the Legion.
RW
Enchantment
Enchantment
5
3RW
PIP
1
Assemble the Legion
At the beginning of your upkeep, put a muster counter on Assemble the Legion. Then create a 1/1 red and white Soldier creature token with haste for each muster counter on Assemble the Legion.
RW
Enchantment
Enchantment
5
3RW
PIP
1
Assemble the Legion
At the beginning of your upkeep, put a muster counter on Assemble the Legion. Then create a 1/1 red and white Soldier creature token with haste for each muster counter on Assemble the Legion.
RW
Enchantment
Enchantment
5
3RW
PIP
1
Assemble the Legion
At the beginning of your upkeep, put a muster counter on Assemble the Legion. Then create a 1/1 red and white Soldier creature token with haste for each muster counter on Assemble the Legion.
RW
Enchantment
Enchantment
5
3RW
PIP
1
Atomize
Destroy target nonland permanent. Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
BG
Instant
Instant
4
2BG
PIP
3
Atomize
Destroy target nonland permanent. Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
BG
Instant
Instant
4
2BG
PIP
3
Atomize
Destroy target nonland permanent. Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
BG
Instant
Instant
4
2BG
PIP
3
Atomize
Destroy target nonland permanent. Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
BG
Instant
Instant
4
2BG
PIP
3
Austere Command
Choose two —
• Destroy all artifacts.
• Destroy all enchantments.
• Destroy all creatures with mana value 3 or less.
• Destroy all creatures with mana value 4 or greater.
W
Sorcery
Sorcery
6
4WW
PIP
3
Austere Command
Choose two —
• Destroy all artifacts.
• Destroy all enchantments.
• Destroy all creatures with mana value 3 or less.
• Destroy all creatures with mana value 4 or greater.
W
Sorcery
Sorcery
6
4WW
PIP
3
Austere Command
Choose two —
• Destroy all artifacts.
• Destroy all enchantments.
• Destroy all creatures with mana value 3 or less.
• Destroy all creatures with mana value 4 or greater.
W
Sorcery
Sorcery
6
4WW
PIP
3
Austere Command
Choose two —
• Destroy all artifacts.
• Destroy all enchantments.
• Destroy all creatures with mana value 3 or less.
• Destroy all creatures with mana value 4 or greater.
W
Sorcery
Sorcery
6
4WW
PIP
3
Automated Assembly Line
Whenever one or more artifact creatures you control deal combat damage to a player, you get {E} (an energy counter).
Pay {E}{E}{E}: Create a tapped 3/3 colorless Robot artifact creature token.
W
Artifact
Artifact
2
1W
PIP
1
Automated Assembly Line
Whenever one or more artifact creatures you control deal combat damage to a player, you get {E} (an energy counter).
Pay {E}{E}{E}: Create a tapped 3/3 colorless Robot artifact creature token.
W
Artifact
Artifact
2
1W
PIP
1
Automated Assembly Line
Whenever one or more artifact creatures you control deal combat damage to a player, you get {E} (an energy counter).
Pay {E}{E}{E}: Create a tapped 3/3 colorless Robot artifact creature token.
W
Artifact
Artifact
2
1W
PIP
1
Automated Assembly Line
Whenever one or more artifact creatures you control deal combat damage to a player, you get {E} (an energy counter).
Pay {E}{E}{E}: Create a tapped 3/3 colorless Robot artifact creature token.
W
Artifact
Artifact
2
1W
PIP
1
Ayula, Queen Among Bears
Whenever another Bear enters the battlefield under your control, choose one —
• Put two +1/+1 counters on target Bear.
• Target Bear you control fights target creature you don't control.
G
Legendary Creature — Bear
Creature
2
1G
2/2
PIP
2
Ayula, Queen Among Bears
Whenever another Bear enters the battlefield under your control, choose one —
• Put two +1/+1 counters on target Bear.
• Target Bear you control fights target creature you don't control.
G
Legendary Creature — Bear
Creature
2
1G
2/2
PIP
2
Basilisk Collar
Equipped creature has deathtouch and lifelink.
Equip {2}
Artifact — Equipment
Artifact
1
1
PIP
1
Basilisk Collar
Equipped creature has deathtouch and lifelink.
Equip {2}
Artifact — Equipment
Artifact
1
1
PIP
1
Basilisk Collar
Equipped creature has deathtouch and lifelink.
Equip {2}
Artifact — Equipment
Artifact
1
1
PIP
1
Basilisk Collar
Equipped creature has deathtouch and lifelink.
Equip {2}
Artifact — Equipment
Artifact
1
1
PIP
1
Bastion of Remembrance
When Bastion of Remembrance enters the battlefield, create a 1/1 white Human Soldier creature token.
Whenever a creature you control dies, each opponent loses 1 life and you gain 1 life.
B
Enchantment
Enchantment
3
2B
PIP
1
Bastion of Remembrance
When Bastion of Remembrance enters the battlefield, create a 1/1 white Human Soldier creature token.
Whenever a creature you control dies, each opponent loses 1 life and you gain 1 life.
B
Enchantment
Enchantment
3
2B
PIP
1
Battle of Hoover Dam
As Battle of Hoover Dam enters the battlefield, choose NCR or Legion.
• NCR — At the beginning of your end step, return target creature card with mana value 3 or less from your graveyard to the battlefield with a finality counter on it.
• Legion — Whenever a creature you control dies, put two +1/+1 counters on target creature you control.
W
Enchantment
Enchantment
4
3W
PIP
1
Battle of Hoover Dam
As Battle of Hoover Dam enters the battlefield, choose NCR or Legion.
• NCR — At the beginning of your end step, return target creature card with mana value 3 or less from your graveyard to the battlefield with a finality counter on it.
• Legion — Whenever a creature you control dies, put two +1/+1 counters on target creature you control.
W
Enchantment
Enchantment
4
3W
PIP
1
Battle of Hoover Dam
As Battle of Hoover Dam enters the battlefield, choose NCR or Legion.
• NCR — At the beginning of your end step, return target creature card with mana value 3 or less from your graveyard to the battlefield with a finality counter on it.
• Legion — Whenever a creature you control dies, put two +1/+1 counters on target creature you control.
W
Enchantment
Enchantment
4
3W
PIP
1
Battle of Hoover Dam
As Battle of Hoover Dam enters the battlefield, choose NCR or Legion.
• NCR — At the beginning of your end step, return target creature card with mana value 3 or less from your graveyard to the battlefield with a finality counter on it.
• Legion — Whenever a creature you control dies, put two +1/+1 counters on target creature you control.
W
Enchantment
Enchantment
4
3W
PIP
1
Behemoth Sledge
Equipped creature gets +2/+2 and has trample and lifelink.
Equip {3}
GW
Artifact — Equipment
Artifact
3
1GW
PIP
1
Behemoth Sledge
Equipped creature gets +2/+2 and has trample and lifelink.
Equip {3}
GW
Artifact — Equipment
Artifact
3
1GW
PIP
1
Behemoth of Vault 0
Trample
When Behemoth of Vault 0 enters the battlefield, you get {E}{E}{E}{E} (four energy counters).
When Behemoth of Vault 0 dies, you may pay an amount of {E} equal to target nonland permanent's mana value. When you do, destroy that permanent.
Artifact Creature — Robot
Creature
6
6
6/6
PIP
2
Behemoth of Vault 0
Trample
When Behemoth of Vault 0 enters the battlefield, you get {E}{E}{E}{E} (four energy counters).
When Behemoth of Vault 0 dies, you may pay an amount of {E} equal to target nonland permanent's mana value. When you do, destroy that permanent.
Artifact Creature — Robot
Creature
6
6
6/6
PIP
2
Bighorner Rancher
Vigilance
{T}: Add an amount of {G} equal to the greatest power among creatures you control.
Sacrifice Bighorner Rancher: You gain life equal to the greatest toughness among other creatures you control.
G
Creature — Human Ranger
Creature
5
4G
2/5
PIP
2
Bighorner Rancher
Vigilance
{T}: Add an amount of {G} equal to the greatest power among creatures you control.
Sacrifice Bighorner Rancher: You gain life equal to the greatest toughness among other creatures you control.
G
Creature — Human Ranger
Creature
5
4G
2/5
PIP
2
Biomass Mutation
Creatures you control have base power and toughness X/X until end of turn.
GU
Instant
Instant
2
XG/UG/U
PIP
3
Biomass Mutation
Creatures you control have base power and toughness X/X until end of turn.
GU
Instant
Instant
2
XG/UG/U
PIP
3
Biomass Mutation
Creatures you control have base power and toughness X/X until end of turn.
GU
Instant
Instant
2
XG/UG/U
PIP
3
Biomass Mutation
Creatures you control have base power and toughness X/X until end of turn.
GU
Instant
Instant
2
XG/UG/U
PIP
3
Black Market
Whenever a creature dies, put a charge counter on Black Market.
At the beginning of your precombat main phase, add {B} for each charge counter on Black Market.
B
Enchantment
Enchantment
5
3BB
PIP
1
Black Market
Whenever a creature dies, put a charge counter on Black Market.
At the beginning of your precombat main phase, add {B} for each charge counter on Black Market.
B
Enchantment
Enchantment
5
3BB
PIP
1
Black Market
Whenever a creature dies, put a charge counter on Black Market.
At the beginning of your precombat main phase, add {B} for each charge counter on Black Market.
B
Enchantment
Enchantment
5
3BB
PIP
1
Black Market
Whenever a creature dies, put a charge counter on Black Market.
At the beginning of your precombat main phase, add {B} for each charge counter on Black Market.
B
Enchantment
Enchantment
5
3BB
PIP
1
Blasphemous Act
This spell costs {1} less to cast for each creature on the battlefield.
Blasphemous Act deals 13 damage to each creature.
R
Sorcery
Sorcery
9
8R
PIP
3
Blasphemous Act
This spell costs {1} less to cast for each creature on the battlefield.
Blasphemous Act deals 13 damage to each creature.
R
Sorcery
Sorcery
9
8R
PIP
3
Blasphemous Act
This spell costs {1} less to cast for each creature on the battlefield.
Blasphemous Act deals 13 damage to each creature.
R
Sorcery
Sorcery
9
8R
PIP
3
Blasphemous Act
This spell costs {1} less to cast for each creature on the battlefield.
Blasphemous Act deals 13 damage to each creature.
R
Sorcery
Sorcery
9
8R
PIP
3
Bloatfly Swarm
Flying
Bloatfly Swarm enters the battlefield with five +1/+1 counters on it.
If damage would be dealt to Bloatfly Swarm while it has a +1/+1 counter on it, prevent that damage, remove that many +1/+1 counters from then give each player a rad counter for each +1/+1 counter removed this way.
B
Creature — Insect Mutant
Creature
4
3B
0/0
PIP
2
Bloatfly Swarm
Flying
Bloatfly Swarm enters the battlefield with five +1/+1 counters on it.
If damage would be dealt to Bloatfly Swarm while it has a +1/+1 counter on it, prevent that damage, remove that many +1/+1 counters from then give each player a rad counter for each +1/+1 counter removed this way.
B
Creature — Insect Mutant
Creature
4
3B
0/0
PIP
2
Bloodforged Battle-Axe
Equipped creature gets +2/+0.
Whenever equipped creature deals combat damage to a player, create a token that's a copy of Bloodforged Battle-Axe.
Equip {2}
Artifact — Equipment
Artifact
1
1
PIP
1
Bloodforged Battle-Axe
Equipped creature gets +2/+0.
Whenever equipped creature deals combat damage to a player, create a token that's a copy of Bloodforged Battle-Axe.
Equip {2}
Artifact — Equipment
Artifact
1
1
PIP
1
Bloodforged Battle-Axe
Equipped creature gets +2/+0.
Whenever equipped creature deals combat damage to a player, create a token that's a copy of Bloodforged Battle-Axe.
Equip {2}
Artifact — Equipment
Artifact
1
1
PIP
1
Bloodforged Battle-Axe
Equipped creature gets +2/+0.
Whenever equipped creature deals combat damage to a player, create a token that's a copy of Bloodforged Battle-Axe.
Equip {2}
Artifact — Equipment
Artifact
1
1
PIP
1
Boomer Scrapper
Whenever Boomer Scrapper enters the battlefield or attacks, you lose 1 life and create a Junk token. (It's an artifact with "{T}, Sacrifice this artifact: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
Whenever a token you control leaves the battlefield, put a +1/+1 counter on Boomer Scrapper.
BR
Creature — Human Soldier
Creature
3
1BR
1/1
PIP
2
Boomer Scrapper
Whenever Boomer Scrapper enters the battlefield or attacks, you lose 1 life and create a Junk token. (It's an artifact with "{T}, Sacrifice this artifact: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
Whenever a token you control leaves the battlefield, put a +1/+1 counter on Boomer Scrapper.
BR
Creature — Human Soldier
Creature
3
1BR
1/1
PIP
2
Boomer Scrapper
Whenever Boomer Scrapper enters the battlefield or attacks, you lose 1 life and create a Junk token. (It's an artifact with "{T}, Sacrifice this artifact: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
Whenever a token you control leaves the battlefield, put a +1/+1 counter on Boomer Scrapper.
BR
Creature — Human Soldier
Creature
3
1BR
1/1
PIP
2
Boomer Scrapper
Whenever Boomer Scrapper enters the battlefield or attacks, you lose 1 life and create a Junk token. (It's an artifact with "{T}, Sacrifice this artifact: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
Whenever a token you control leaves the battlefield, put a +1/+1 counter on Boomer Scrapper.
BR
Creature — Human Soldier
Creature
3
1BR
1/1
PIP
2
Bottle-Cap Blast
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for {1}.)
Bottle-Cap Blast deals 5 damage to any target. If excess damage was dealt to a permanent this way, create that many tapped Treasure tokens. (They're artifacts with "{T}, Sacrifice this artifact: Add one mana of any color.")
R
Instant
Instant
5
4R
PIP
3
Bottle-Cap Blast
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for {1}.)
Bottle-Cap Blast deals 5 damage to any target. If excess damage was dealt to a permanent this way, create that many tapped Treasure tokens. (They're artifacts with "{T}, Sacrifice this artifact: Add one mana of any color.")
R
Instant
Instant
5
4R
PIP
3
Branching Evolution
If one or more +1/+1 counters would be put on a creature you control, twice that many +1/+1 counters are put on that creature instead.
G
Enchantment
Enchantment
3
2G
PIP
1
Branching Evolution
If one or more +1/+1 counters would be put on a creature you control, twice that many +1/+1 counters are put on that creature instead.
G
Enchantment
Enchantment
3
2G
PIP
1
Branching Evolution
If one or more +1/+1 counters would be put on a creature you control, twice that many +1/+1 counters are put on that creature instead.
G
Enchantment
Enchantment
3
2G
PIP
1
Branching Evolution
If one or more +1/+1 counters would be put on a creature you control, twice that many +1/+1 counters are put on that creature instead.
G
Enchantment
Enchantment
3
2G
PIP
1
Brass Knuckles
When you cast this spell, copy it. (The copy becomes a token.)
Equipped creature has double strike as long as two or more Equipment are attached to it.
Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Artifact — Equipment
Artifact
4
4
PIP
1
Brass Knuckles
When you cast this spell, copy it. (The copy becomes a token.)
Equipped creature has double strike as long as two or more Equipment are attached to it.
Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Artifact — Equipment
Artifact
4
4
PIP
1
Break Down
Destroy target artifact or enchantment. Create a Junk token. (It's an artifact with "{T}, Sacrifice this artifact: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
G
Instant
Instant
3
2G
PIP
3
Break Down
Destroy target artifact or enchantment. Create a Junk token. (It's an artifact with "{T}, Sacrifice this artifact: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
G
Instant
Instant
3
2G
PIP
3
Brotherhood Outcast
When Brotherhood Outcast enters the battlefield, choose one —
• Return target Aura or Equipment card with mana value 3 or less from your graveyard to the battlefield.
• Put a shield counter on target creature. (If it would be dealt damage or destroyed, remove a shield counter from it instead.)
W
Creature — Human Soldier
Creature
3
2W
3/2
PIP
2
Brotherhood Outcast
When Brotherhood Outcast enters the battlefield, choose one —
• Return target Aura or Equipment card with mana value 3 or less from your graveyard to the battlefield.
• Put a shield counter on target creature. (If it would be dealt damage or destroyed, remove a shield counter from it instead.)
W
Creature — Human Soldier
Creature
3
2W
3/2
PIP
2
Brotherhood Scribe
Metalcraft — {T}: You get {E} (an energy counter). Activate only if you control three or more artifacts.
Whenever you get one or more {E} during your turn, creatures you control get +1/+1 until end of turn.
W
Creature — Human Artificer
Creature
2
1W
1/3
PIP
2
Brotherhood Scribe
Metalcraft — {T}: You get {E} (an energy counter). Activate only if you control three or more artifacts.
Whenever you get one or more {E} during your turn, creatures you control get +1/+1 until end of turn.
W
Creature — Human Artificer
Creature
2
1W
1/3
PIP
2
Brotherhood Scribe
Metalcraft — {T}: You get {E} (an energy counter). Activate only if you control three or more artifacts.
Whenever you get one or more {E} during your turn, creatures you control get +1/+1 until end of turn.
W
Creature — Human Artificer
Creature
2
1W
1/3
PIP
2
Brotherhood Scribe
Metalcraft — {T}: You get {E} (an energy counter). Activate only if you control three or more artifacts.
Whenever you get one or more {E} during your turn, creatures you control get +1/+1 until end of turn.
W
Creature — Human Artificer
Creature
2
1W
1/3
PIP
2
Brotherhood Vertibird
Flying
Brotherhood Vertibird's power is equal to the number of artifacts you control.
Crew 2 (Tap any number of creatures you control with total power 2 or greater: This Vehicle becomes an artifact creature until end of turn.)
Artifact — Vehicle
Artifact
3
3
*/4
PIP
1
Brotherhood Vertibird
Flying
Brotherhood Vertibird's power is equal to the number of artifacts you control.
Crew 2 (Tap any number of creatures you control with total power 2 or greater: This Vehicle becomes an artifact creature until end of turn.)
Artifact — Vehicle
Artifact
3
3
*/4
PIP
1
Brotherhood Vertibird
Flying
Brotherhood Vertibird's power is equal to the number of artifacts you control.
Crew 2 (Tap any number of creatures you control with total power 2 or greater: This Vehicle becomes an artifact creature until end of turn.)
Artifact — Vehicle
Artifact
3
3
*/4
PIP
1
Brotherhood Vertibird
Flying
Brotherhood Vertibird's power is equal to the number of artifacts you control.
Crew 2 (Tap any number of creatures you control with total power 2 or greater: This Vehicle becomes an artifact creature until end of turn.)
Artifact — Vehicle
Artifact
3
3
*/4
PIP
1
Buried Ruin
{T}: Add {C}.
{2}, {T}, Sacrifice Buried Ruin: Return target artifact card from your graveyard to your hand.
Land
Land
0
PIP
0
Buried Ruin
{T}: Add {C}.
{2}, {T}, Sacrifice Buried Ruin: Return target artifact card from your graveyard to your hand.
Land
Land
0
PIP
0
Butch DeLoria, Tunnel Snake
Menace (This creature can't be blocked except by two or more creatures.)
Tunnel Snakes Rule! — Whenever Butch DeLoria, Tunnel Snake attacks, it gets +1/+1 until end of turn for each other Rogue and/or Snake you control.
{1}{B}: Put a menace counter on another target creature. It becomes a Rogue in addition to its other types.
B
Legendary Creature — Human Rogue
Creature
2
1B
2/2
PIP
2
Butch DeLoria, Tunnel Snake
Menace (This creature can't be blocked except by two or more creatures.)
Tunnel Snakes Rule! — Whenever Butch DeLoria, Tunnel Snake attacks, it gets +1/+1 until end of turn for each other Rogue and/or Snake you control.
{1}{B}: Put a menace counter on another target creature. It becomes a Rogue in addition to its other types.
B
Legendary Creature — Human Rogue
Creature
2
1B
2/2
PIP
2
C.A.M.P.
Whenever fortified land is tapped for mana, put a +1/+1 counter on target creature you control. If that creature shares a color with the mana that land produced, create a Junk token. (It's an artifact with "{T}, Sacrifice this artifact: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
Fortify {3} ({3}: Attach to target land you control. Fortify only as a sorcery.)
Artifact — Fortification
Artifact
3
3
PIP
1
C.A.M.P.
Whenever fortified land is tapped for mana, put a +1/+1 counter on target creature you control. If that creature shares a color with the mana that land produced, create a Junk token. (It's an artifact with "{T}, Sacrifice this artifact: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
Fortify {3} ({3}: Attach to target land you control. Fortify only as a sorcery.)
Artifact — Fortification
Artifact
3
3
PIP
1
Caesar, Legion's Emperor
Whenever you attack, you may sacrifice another creature. When you do, choose two —
• Create two 1/1 red and white Soldier creature tokens with haste that are tapped and attacking.
• You draw a card and you lose 1 life.
• Caesar, Legion's Emperor deals damage equal to the number of creature tokens you control to target opponent.
BRW
Legendary Creature — Human Soldier
Creature
4
1RWB
4/4
PIP
2
Caesar, Legion's Emperor
Whenever you attack, you may sacrifice another creature. When you do, choose two —
• Create two 1/1 red and white Soldier creature tokens with haste that are tapped and attacking.
• You draw a card and you lose 1 life.
• Caesar, Legion's Emperor deals damage equal to the number of creature tokens you control to target opponent.
BRW
Legendary Creature — Human Soldier
Creature
4
1RWB
4/4
PIP
2
Caesar, Legion's Emperor
Whenever you attack, you may sacrifice another creature. When you do, choose two —
• Create two 1/1 red and white Soldier creature tokens with haste that are tapped and attacking.
• You draw a card and you lose 1 life.
• Caesar, Legion's Emperor deals damage equal to the number of creature tokens you control to target opponent.
BRW
Legendary Creature — Human Soldier
Creature
4
1RWB
4/4
PIP
2
Caesar, Legion's Emperor
Whenever you attack, you may sacrifice another creature. When you do, choose two —
• Create two 1/1 red and white Soldier creature tokens with haste that are tapped and attacking.
• You draw a card and you lose 1 life.
• Caesar, Legion's Emperor deals damage equal to the number of creature tokens you control to target opponent.
BRW
Legendary Creature — Human Soldier
Creature
4
1RWB
4/4
PIP
2
Caesar, Legion's Emperor
Whenever you attack, you may sacrifice another creature. When you do, choose two —
• Create two 1/1 red and white Soldier creature tokens with haste that are tapped and attacking.
• You draw a card and you lose 1 life.
• Caesar, Legion's Emperor deals damage equal to the number of creature tokens you control to target opponent.
BRW
Legendary Creature — Human Soldier
Creature
4
1RWB
4/4
PIP
2
Cait, Cage Brawler
As long as it's your turn, Cait, Cage Brawler has indestructible.
Whenever Cait attacks, you and defending player each draw a card, then discard a card. Put two +1/+1 counters on Cait if you discarded the card with the highest mana value among those cards or tied for highest.
GR
Legendary Creature — Human Warrior
Creature
2
RG
1/1
PIP
2
Cait, Cage Brawler
As long as it's your turn, Cait, Cage Brawler has indestructible.
Whenever Cait attacks, you and defending player each draw a card, then discard a card. Put two +1/+1 counters on Cait if you discarded the card with the highest mana value among those cards or tied for highest.
GR
Legendary Creature — Human Warrior
Creature
2
RG
1/1
PIP
2
Cait, Cage Brawler
As long as it's your turn, Cait, Cage Brawler has indestructible.
Whenever Cait attacks, you and defending player each draw a card, then discard a card. Put two +1/+1 counters on Cait if you discarded the card with the highest mana value among those cards or tied for highest.
GR
Legendary Creature — Human Warrior
Creature
2
RG
1/1
PIP
2
Cait, Cage Brawler
As long as it's your turn, Cait, Cage Brawler has indestructible.
Whenever Cait attacks, you and defending player each draw a card, then discard a card. Put two +1/+1 counters on Cait if you discarded the card with the highest mana value among those cards or tied for highest.
GR
Legendary Creature — Human Warrior
Creature
2
RG
1/1
PIP
2
Canopy Vista
({T}: Add {G} or {W}.)
Canopy Vista enters the battlefield tapped unless you control two or more basic lands.
Land — Forest Plains
Land
0
PIP
1
0
Canopy Vista
({T}: Add {G} or {W}.)
Canopy Vista enters the battlefield tapped unless you control two or more basic lands.
Land — Forest Plains
Land
0
PIP
1
0
Canopy Vista
({T}: Add {G} or {W}.)
Canopy Vista enters the battlefield tapped unless you control two or more basic lands.
Land — Forest Plains
Land
0
PIP
1
0
Canopy Vista
({T}: Add {G} or {W}.)
Canopy Vista enters the battlefield tapped unless you control two or more basic lands.
Land — Forest Plains
Land
0
PIP
1
0
Canyon Slough
({T}: Add {B} or {R}.)
Canyon Slough enters the battlefield tapped.
Cycling {2} ({2}, Discard this card: Draw a card.)
Land — Swamp Mountain
Land
0
PIP
1
0
Canyon Slough
({T}: Add {B} or {R}.)
Canyon Slough enters the battlefield tapped.
Cycling {2} ({2}, Discard this card: Draw a card.)
Land — Swamp Mountain
Land
0
PIP
1
0
Canyon Slough
({T}: Add {B} or {R}.)
Canyon Slough enters the battlefield tapped.
Cycling {2} ({2}, Discard this card: Draw a card.)
Land — Swamp Mountain
Land
0
PIP
1
0
Canyon Slough
({T}: Add {B} or {R}.)
Canyon Slough enters the battlefield tapped.
Cycling {2} ({2}, Discard this card: Draw a card.)
Land — Swamp Mountain
Land
0
PIP
1
0
Captain of the Watch
Vigilance (Attacking doesn't cause this creature to tap.)
Other Soldier creatures you control get +1/+1 and have vigilance.
When Captain of the Watch enters the battlefield, create three 1/1 white Soldier creature tokens.
W
Creature — Human Soldier
Creature
6
4WW
3/3
PIP
2
Captain of the Watch
Vigilance (Attacking doesn't cause this creature to tap.)
Other Soldier creatures you control get +1/+1 and have vigilance.
When Captain of the Watch enters the battlefield, create three 1/1 white Soldier creature tokens.
W
Creature — Human Soldier
Creature
6
4WW
3/3
PIP
2
Captain of the Watch
Vigilance (Attacking doesn't cause this creature to tap.)
Other Soldier creatures you control get +1/+1 and have vigilance.
When Captain of the Watch enters the battlefield, create three 1/1 white Soldier creature tokens.
W
Creature — Human Soldier
Creature
6
4WW
3/3
PIP
2
Captain of the Watch
Vigilance (Attacking doesn't cause this creature to tap.)
Other Soldier creatures you control get +1/+1 and have vigilance.
When Captain of the Watch enters the battlefield, create three 1/1 white Soldier creature tokens.
W
Creature — Human Soldier
Creature
6
4WW
3/3
PIP
2
Cass, Hand of Vengeance
Vigilance
Whenever Cass or another creature you control dies, if it was enchanted or equipped, return any number of Aura cards that were attached to it from your graveyard to the battlefield attached to target creature, then attach any number of Equipment that were attached to it to that creature.
RW
Legendary Creature — Human Ranger
Creature
4
2RW
4/3
PIP
2
Cass, Hand of Vengeance
Vigilance
Whenever Cass or another creature you control dies, if it was enchanted or equipped, return any number of Aura cards that were attached to it from your graveyard to the battlefield attached to target creature, then attach any number of Equipment that were attached to it to that creature.
RW
Legendary Creature — Human Ranger
Creature
4
2RW
4/3
PIP
2
Cass, Hand of Vengeance
Vigilance
Whenever Cass or another creature you control dies, if it was enchanted or equipped, return any number of Aura cards that were attached to it from your graveyard to the battlefield attached to target creature, then attach any number of Equipment that were attached to it to that creature.
RW
Legendary Creature — Human Ranger
Creature
4
2RW
4/3
PIP
2
Cass, Hand of Vengeance
Vigilance
Whenever Cass or another creature you control dies, if it was enchanted or equipped, return any number of Aura cards that were attached to it from your graveyard to the battlefield attached to target creature, then attach any number of Equipment that were attached to it to that creature.
RW
Legendary Creature — Human Ranger
Creature
4
2RW
4/3
PIP
2
Casualties of War
Choose one or more —
• Destroy target artifact.
• Destroy target creature.
• Destroy target enchantment.
• Destroy target land.
• Destroy target planeswalker.
BG
Sorcery
Sorcery
6
2BBGG
PIP
3
Casualties of War
Choose one or more —
• Destroy target artifact.
• Destroy target creature.
• Destroy target enchantment.
• Destroy target land.
• Destroy target planeswalker.
BG
Sorcery
Sorcery
6
2BBGG
PIP
3
Casualties of War
Choose one or more —
• Destroy target artifact.
• Destroy target creature.
• Destroy target enchantment.
• Destroy target land.
• Destroy target planeswalker.
BG
Sorcery
Sorcery
6
2BBGG
PIP
3
Casualties of War
Choose one or more —
• Destroy target artifact.
• Destroy target creature.
• Destroy target enchantment.
• Destroy target land.
• Destroy target planeswalker.
BG
Sorcery
Sorcery
6
2BBGG
PIP
3
Cathedral Acolyte
Each creature you control with a counter on it has ward {1}. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays {1}.)
{T}: Put a +1/+1 counter on target creature that entered the battlefield this turn.
G
Creature — Human Cleric
Creature
2
1G
1/2
PIP
2
Cathedral Acolyte
Each creature you control with a counter on it has ward {1}. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays {1}.)
{T}: Put a +1/+1 counter on target creature that entered the battlefield this turn.
G
Creature — Human Cleric
Creature
2
1G
1/2
PIP
2
Champion's Helm
Equipped creature gets +2/+2.
As long as equipped creature is legendary, it has hexproof. (It can't be the target of spells or abilities your opponents control.)
Equip {1}
Artifact — Equipment
Artifact
3
3
PIP
1
Champion's Helm
Equipped creature gets +2/+2.
As long as equipped creature is legendary, it has hexproof. (It can't be the target of spells or abilities your opponents control.)
Equip {1}
Artifact — Equipment
Artifact
3
3
PIP
1
Champion's Helm
Equipped creature gets +2/+2.
As long as equipped creature is legendary, it has hexproof. (It can't be the target of spells or abilities your opponents control.)
Equip {1}
Artifact — Equipment
Artifact
3
3
PIP
1
Champion's Helm
Equipped creature gets +2/+2.
As long as equipped creature is legendary, it has hexproof. (It can't be the target of spells or abilities your opponents control.)
Equip {1}
Artifact — Equipment
Artifact
3
3
PIP
1
Chaos Warp
The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.
R
Instant
Instant
3
2R
PIP
3
Chaos Warp
The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.
R
Instant
Instant
3
2R
PIP
3
Chaos Warp
The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.
R
Instant
Instant
3
2R
PIP
3
Chaos Warp
The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.
R
Instant
Instant
3
2R
PIP
3
Charisma Bobblehead
{T}: Add one mana of any color.
{4}, {T}: Create X 1/1 white Soldier creature tokens, where X is the number of Bobbleheads you control. Activate only as a sorcery.
Artifact — Bobblehead
Artifact
3
3
PIP
1
Charisma Bobblehead
{T}: Add one mana of any color.
{4}, {T}: Create X 1/1 white Soldier creature tokens, where X is the number of Bobbleheads you control. Activate only as a sorcery.
Artifact — Bobblehead
Artifact
3
3
PIP
1
Charisma Bobblehead
{T}: Add one mana of any color.
{4}, {T}: Create X 1/1 white Soldier creature tokens, where X is the number of Bobbleheads you control. Activate only as a sorcery.
Artifact — Bobblehead
Artifact
3
3
PIP
1
Cinder Glade
({T}: Add {R} or {G}.)
Cinder Glade enters the battlefield tapped unless you control two or more basic lands.
Land — Mountain Forest
Land
0
PIP
1
0
Cinder Glade
({T}: Add {R} or {G}.)
Cinder Glade enters the battlefield tapped unless you control two or more basic lands.
Land — Mountain Forest
Land
0
PIP
1
0
Cinder Glade
({T}: Add {R} or {G}.)
Cinder Glade enters the battlefield tapped unless you control two or more basic lands.
Land — Mountain Forest
Land
0
PIP
1
0
Cinder Glade
({T}: Add {R} or {G}.)
Cinder Glade enters the battlefield tapped unless you control two or more basic lands.
Land — Mountain Forest
Land
0
PIP
1
0
Clifftop Retreat
Clifftop Retreat enters the battlefield tapped unless you control a Mountain or a Plains.
{T}: Add {R} or {W}.
Land
Land
0
PIP
1
0
Clifftop Retreat
Clifftop Retreat enters the battlefield tapped unless you control a Mountain or a Plains.
{T}: Add {R} or {W}.
Land
Land
0
PIP
1
0
Clifftop Retreat
Clifftop Retreat enters the battlefield tapped unless you control a Mountain or a Plains.
{T}: Add {R} or {W}.
Land
Land
0
PIP
1
0
Clifftop Retreat
Clifftop Retreat enters the battlefield tapped unless you control a Mountain or a Plains.
{T}: Add {R} or {W}.
Land
Land
0
PIP
1
0
Codsworth, Handy Helper
Commanders you control have ward {2}.
{T}: Add {W}{W}. Spend this mana only to cast Aura and/or Equipment spells.
{T}: Attach target Aura or Equipment you control to target creature you control. Activate only as a sorcery.
W
Legendary Artifact Creature — Robot
Creature
3
2W
2/3
PIP
2
Codsworth, Handy Helper
Commanders you control have ward {2}.
{T}: Add {W}{W}. Spend this mana only to cast Aura and/or Equipment spells.
{T}: Attach target Aura or Equipment you control to target creature you control. Activate only as a sorcery.
W
Legendary Artifact Creature — Robot
Creature
3
2W
2/3
PIP
2
Codsworth, Handy Helper
Commanders you control have ward {2}.
{T}: Add {W}{W}. Spend this mana only to cast Aura and/or Equipment spells.
{T}: Attach target Aura or Equipment you control to target creature you control. Activate only as a sorcery.
W
Legendary Artifact Creature — Robot
Creature
3
2W
2/3
PIP
2
Codsworth, Handy Helper
Commanders you control have ward {2}.
{T}: Add {W}{W}. Spend this mana only to cast Aura and/or Equipment spells.
{T}: Attach target Aura or Equipment you control to target creature you control. Activate only as a sorcery.
W
Legendary Artifact Creature — Robot
Creature
3
2W
2/3
PIP
2
Colonel Autumn
Lifelink
Exploit (When this creature enters the battlefield, you may sacrifice a creature.)
Other legendary creatures you control have exploit.
Whenever a creature you control exploits a creature, put a +1/+1 counter on each creature you control.
BW
Legendary Creature — Human Soldier
Creature
3
1WB
2/3
PIP
2
Colonel Autumn
Lifelink
Exploit (When this creature enters the battlefield, you may sacrifice a creature.)
Other legendary creatures you control have exploit.
Whenever a creature you control exploits a creature, put a +1/+1 counter on each creature you control.
BW
Legendary Creature — Human Soldier
Creature
3
1WB
2/3
PIP
2
Colonel Autumn
Lifelink
Exploit (When this creature enters the battlefield, you may sacrifice a creature.)
Other legendary creatures you control have exploit.
Whenever a creature you control exploits a creature, put a +1/+1 counter on each creature you control.
BW
Legendary Creature — Human Soldier
Creature
3
1WB
2/3
PIP
2
Colonel Autumn
Lifelink
Exploit (When this creature enters the battlefield, you may sacrifice a creature.)
Other legendary creatures you control have exploit.
Whenever a creature you control exploits a creature, put a +1/+1 counter on each creature you control.
BW
Legendary Creature — Human Soldier
Creature
3
1WB
2/3
PIP
2
Command Tower
{T}: Add one mana of any color in your commander's color identity.
Land
Land
0
PIP
0
Command Tower
{T}: Add one mana of any color in your commander's color identity.
Land
Land
0
PIP
0
Command Tower
{T}: Add one mana of any color in your commander's color identity.
Land
Land
0
PIP
0
Command Tower
{T}: Add one mana of any color in your commander's color identity.
Land
Land
0
PIP
0
Commander Sofia Daguerre
Flash
Crash Landing — When Commander Sofia Daguerre enters the battlefield, destroy up to one target legendary permanent. That permanent's controller creates a Junk token. (It's an artifact with "{T}, Sacrifice this artifact: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
W
Legendary Creature — Human Pilot
Creature
4
3W
1/3
PIP
2
Commander Sofia Daguerre
Flash
Crash Landing — When Commander Sofia Daguerre enters the battlefield, destroy up to one target legendary permanent. That permanent's controller creates a Junk token. (It's an artifact with "{T}, Sacrifice this artifact: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
W
Legendary Creature — Human Pilot
Creature
4
3W
1/3
PIP
2
Contagion Clasp
When Contagion Clasp enters the battlefield, put a -1/-1 counter on target creature.
{4}, {T}: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Artifact
Artifact
2
2
PIP
1
Contagion Clasp
When Contagion Clasp enters the battlefield, put a -1/-1 counter on target creature.
{4}, {T}: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Artifact
Artifact
2
2
PIP
1
Contaminated Drink
Draw X cards, then you get half X rad counters, rounded up.
BU
Instant
Instant
2
XUB
PIP
3
Contaminated Drink
Draw X cards, then you get half X rad counters, rounded up.
BU
Instant
Instant
2
XUB
PIP
3
Corpsejack Menace
If one or more +1/+1 counters would be put on a creature you control, twice that many +1/+1 counters are put on it instead.
BG
Creature — Fungus
Creature
4
2BG
4/4
PIP
2
Corpsejack Menace
If one or more +1/+1 counters would be put on a creature you control, twice that many +1/+1 counters are put on it instead.
BG
Creature — Fungus
Creature
4
2BG
4/4
PIP
2
Craig Boone, Novac Guard
Reach, lifelink
One for My Baby — Whenever you attack with two or more creatures, put two quest counters on Craig Boone, Novac Guard. When you do, Craig Boone deals damage equal to the number of quest counters on it to up to one target creature unless that creature's controller has Craig Boone deal that much damage to them.
RW
Legendary Creature — Human Soldier
Creature
3
1RW
3/3
PIP
2
Craig Boone, Novac Guard
Reach, lifelink
One for My Baby — Whenever you attack with two or more creatures, put two quest counters on Craig Boone, Novac Guard. When you do, Craig Boone deals damage equal to the number of quest counters on it to up to one target creature unless that creature's controller has Craig Boone deal that much damage to them.
RW
Legendary Creature — Human Soldier
Creature
3
1RW
3/3
PIP
2
Crimson Caravaneer
Double strike, trample
Whenever Crimson Caravaneer deals combat damage to a player, create a Junk token. (It's an artifact with "{T}, Sacrifice this artifact: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
R
Creature — Human Scout
Creature
3
2R
1/2
PIP
2
Crimson Caravaneer
Double strike, trample
Whenever Crimson Caravaneer deals combat damage to a player, create a Junk token. (It's an artifact with "{T}, Sacrifice this artifact: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
R
Creature — Human Scout
Creature
3
2R
1/2
PIP
2
Crucible of Worlds
You may play lands from your graveyard.
Artifact
Artifact
3
3
PIP
1
Crucible of Worlds
You may play lands from your graveyard.
Artifact
Artifact
3
3
PIP
1
Crush Contraband
Choose one or both —
• Exile target artifact.
• Exile target enchantment.
W
Instant
Instant
4
3W
PIP
3
Crush Contraband
Choose one or both —
• Exile target artifact.
• Exile target enchantment.
W
Instant
Instant
4
3W
PIP
3
Cultivate
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
G
Sorcery
Sorcery
3
2G
PIP
3
Cultivate
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
G
Sorcery
Sorcery
3
2G
PIP
3
Curie, Emergent Intelligence
Whenever Curie, Emergent Intelligence deals combat damage to a player, draw cards equal to its base power.
{1}{U}, Exile another nontoken artifact creature you control: Curie becomes a copy of the exiled creature, except it has "Whenever this creature deals combat damage to a player, draw cards equal to its base power."
U
Legendary Artifact Creature — Robot
Creature
2
1U
1/3
PIP
2
Curie, Emergent Intelligence
Whenever Curie, Emergent Intelligence deals combat damage to a player, draw cards equal to its base power.
{1}{U}, Exile another nontoken artifact creature you control: Curie becomes a copy of the exiled creature, except it has "Whenever this creature deals combat damage to a player, draw cards equal to its base power."
U
Legendary Artifact Creature — Robot
Creature
2
1U
1/3
PIP
2
Curie, Emergent Intelligence
Whenever Curie, Emergent Intelligence deals combat damage to a player, draw cards equal to its base power.
{1}{U}, Exile another nontoken artifact creature you control: Curie becomes a copy of the exiled creature, except it has "Whenever this creature deals combat damage to a player, draw cards equal to its base power."
U
Legendary Artifact Creature — Robot
Creature
2
1U
1/3
PIP
2
Curie, Emergent Intelligence
Whenever Curie, Emergent Intelligence deals combat damage to a player, draw cards equal to its base power.
{1}{U}, Exile another nontoken artifact creature you control: Curie becomes a copy of the exiled creature, except it has "Whenever this creature deals combat damage to a player, draw cards equal to its base power."
U
Legendary Artifact Creature — Robot
Creature
2
1U
1/3
PIP
2
Darkwater Catacombs
{1}, {T}: Add {U}{B}.
Land
Land
0
PIP
0
Darkwater Catacombs
{1}, {T}: Add {U}{B}.
Land
Land
0
PIP
0
Darkwater Catacombs
{1}, {T}: Add {U}{B}.
Land
Land
0
PIP
0
Darkwater Catacombs
{1}, {T}: Add {U}{B}.
Land
Land
0
PIP
0
Deadly Dispute
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.")
B
Instant
Instant
2
1B
PIP
3
Deadly Dispute
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.")
B
Instant
Instant
2
1B
PIP
3
Desdemona, Freedom's Edge
Vigilance
Whenever Desdemona, Freedom's Edge attacks, target creature card in your graveyard that's an artifact or that has mana value 3 or less gains escape until end of turn. The escape cost is equal to its mana cost plus exile two other cards from your graveyard. (You may cast it from your graveyard for its escape cost this turn.)
RW
Legendary Creature — Human Rogue
Creature
4
2RW
3/4
PIP
2
Desdemona, Freedom's Edge
Vigilance
Whenever Desdemona, Freedom's Edge attacks, target creature card in your graveyard that's an artifact or that has mana value 3 or less gains escape until end of turn. The escape cost is equal to its mana cost plus exile two other cards from your graveyard. (You may cast it from your graveyard for its escape cost this turn.)
RW
Legendary Creature — Human Rogue
Creature
4
2RW
3/4
PIP
2
Desdemona, Freedom's Edge
Vigilance
Whenever Desdemona, Freedom's Edge attacks, target creature card in your graveyard that's an artifact or that has mana value 3 or less gains escape until end of turn. The escape cost is equal to its mana cost plus exile two other cards from your graveyard. (You may cast it from your graveyard for its escape cost this turn.)
RW
Legendary Creature — Human Rogue
Creature
4
2RW
3/4
PIP
2
Desdemona, Freedom's Edge
Vigilance
Whenever Desdemona, Freedom's Edge attacks, target creature card in your graveyard that's an artifact or that has mana value 3 or less gains escape until end of turn. The escape cost is equal to its mana cost plus exile two other cards from your graveyard. (You may cast it from your graveyard for its escape cost this turn.)
RW
Legendary Creature — Human Rogue
Creature
4
2RW
3/4
PIP
2
Desolate Mire
{1}, {T}: Add {W}{B}.
Land
Land
0
PIP
0
Desolate Mire
{1}, {T}: Add {W}{B}.
Land
Land
0
PIP
0
Desolate Mire
{1}, {T}: Add {W}{B}.
Land
Land
0
PIP
0
Desolate Mire
{1}, {T}: Add {W}{B}.
Land
Land
0
PIP
0
Diamond City
Diamond City enters the battlefield with a shield counter on it. (If it would be dealt damage or destroyed, remove a shield counter from it instead.)
{T}: Add {C}.
{T}: Move a shield counter from Diamond City onto target creature. Activate only if two or more creatures entered the battlefield under your control this turn.
Land
Land
0
PIP
0
Diamond City
Diamond City enters the battlefield with a shield counter on it. (If it would be dealt damage or destroyed, remove a shield counter from it instead.)
{T}: Add {C}.
{T}: Move a shield counter from Diamond City onto target creature. Activate only if two or more creatures entered the battlefield under your control this turn.
Land
Land
0
PIP
0
Diamond City
Diamond City enters the battlefield with a shield counter on it. (If it would be dealt damage or destroyed, remove a shield counter from it instead.)
{T}: Add {C}.
{T}: Move a shield counter from Diamond City onto target creature. Activate only if two or more creatures entered the battlefield under your control this turn.
Land
Land
0
PIP
0
Diamond City
Diamond City enters the battlefield with a shield counter on it. (If it would be dealt damage or destroyed, remove a shield counter from it instead.)
{T}: Add {C}.
{T}: Move a shield counter from Diamond City onto target creature. Activate only if two or more creatures entered the battlefield under your control this turn.
Land
Land
0
PIP
0
Dispatch
Tap target creature.
Metalcraft — If you control three or more artifacts, exile that creature.
W
Instant
Instant
1
W
PIP
3
Dispatch
Tap target creature.
Metalcraft — If you control three or more artifacts, exile that creature.
W
Instant
Instant
1
W
PIP
3
Dogmeat, Ever Loyal
When Dogmeat enters the battlefield, mill five cards, then return an Aura or Equipment card from your graveyard to your hand.
Whenever a creature you control that's enchanted or equipped attacks, create a Junk token. (It's an artifact with "{T}, Sacrifice this artifact: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
GRW
Legendary Creature — Dog
Creature
3
RGW
3/3
PIP
2
Dogmeat, Ever Loyal
When Dogmeat enters the battlefield, mill five cards, then return an Aura or Equipment card from your graveyard to your hand.
Whenever a creature you control that's enchanted or equipped attacks, create a Junk token. (It's an artifact with "{T}, Sacrifice this artifact: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
GRW
Legendary Creature — Dog
Creature
3
RGW
3/3
PIP
2
Dogmeat, Ever Loyal
When Dogmeat enters the battlefield, mill five cards, then return an Aura or Equipment card from your graveyard to your hand.
Whenever a creature you control that's enchanted or equipped attacks, create a Junk token. (It's an artifact with "{T}, Sacrifice this artifact: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
GRW
Legendary Creature — Dog
Creature
3
RGW
3/3
PIP
2
Dogmeat, Ever Loyal
When Dogmeat enters the battlefield, mill five cards, then return an Aura or Equipment card from your graveyard to your hand.
Whenever a creature you control that's enchanted or equipped attacks, create a Junk token. (It's an artifact with "{T}, Sacrifice this artifact: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
GRW
Legendary Creature — Dog
Creature
3
RGW
3/3
PIP
2
Dogmeat, Ever Loyal
When Dogmeat enters the battlefield, mill five cards, then return an Aura or Equipment card from your graveyard to your hand.
Whenever a creature you control that's enchanted or equipped attacks, create a Junk token. (It's an artifact with "{T}, Sacrifice this artifact: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
GRW
Legendary Creature — Dog
Creature
3
RGW
3/3
PIP
2
Dr. Madison Li
Whenever you cast an artifact spell, you get {E} (an energy counter).
{T}, Pay {E}: Target creature gets +1/+0 and gains trample and haste until end of turn.
{T}, Pay {E}{E}{E}: Draw a card.
{T}, Pay {E}{E}{E}{E}{E}: Return target artifact card from your graveyard to the battlefield tapped.
RUW
Legendary Creature — Human Scientist
Creature
3
URW
2/3
PIP
2
Dr. Madison Li
Whenever you cast an artifact spell, you get {E} (an energy counter).
{T}, Pay {E}: Target creature gets +1/+0 and gains trample and haste until end of turn.
{T}, Pay {E}{E}{E}: Draw a card.
{T}, Pay {E}{E}{E}{E}{E}: Return target artifact card from your graveyard to the battlefield tapped.
RUW
Legendary Creature — Human Scientist
Creature
3
URW
2/3
PIP
2
Dr. Madison Li
Whenever you cast an artifact spell, you get {E} (an energy counter).
{T}, Pay {E}: Target creature gets +1/+0 and gains trample and haste until end of turn.
{T}, Pay {E}{E}{E}: Draw a card.
{T}, Pay {E}{E}{E}{E}{E}: Return target artifact card from your graveyard to the battlefield tapped.
RUW
Legendary Creature — Human Scientist
Creature
3
URW
2/3
PIP
2
Dr. Madison Li
Whenever you cast an artifact spell, you get {E} (an energy counter).
{T}, Pay {E}: Target creature gets +1/+0 and gains trample and haste until end of turn.
{T}, Pay {E}{E}{E}: Draw a card.
{T}, Pay {E}{E}{E}{E}{E}: Return target artifact card from your graveyard to the battlefield tapped.
RUW
Legendary Creature — Human Scientist
Creature
3
URW
2/3
PIP
2
Dr. Madison Li
Whenever you cast an artifact spell, you get {E} (an energy counter).
{T}, Pay {E}: Target creature gets +1/+0 and gains trample and haste until end of turn.
{T}, Pay {E}{E}{E}: Draw a card.
{T}, Pay {E}{E}{E}{E}{E}: Return target artifact card from your graveyard to the battlefield tapped.
RUW
Legendary Creature — Human Scientist
Creature
3
URW
2/3
PIP
2
Dragonskull Summit
Dragonskull Summit enters the battlefield tapped unless you control a Swamp or a Mountain.
{T}: Add {B} or {R}.
Land
Land
0
PIP
1
0
Dragonskull Summit
Dragonskull Summit enters the battlefield tapped unless you control a Swamp or a Mountain.
{T}: Add {B} or {R}.
Land
Land
0
PIP
1
0
Dragonskull Summit
Dragonskull Summit enters the battlefield tapped unless you control a Swamp or a Mountain.
{T}: Add {B} or {R}.
Land
Land
0
PIP
1
0
Dragonskull Summit
Dragonskull Summit enters the battlefield tapped unless you control a Swamp or a Mountain.
{T}: Add {B} or {R}.
Land
Land
0
PIP
1
0
Drowned Catacomb
Drowned Catacomb enters the battlefield tapped unless you control an Island or a Swamp.
{T}: Add {U} or {B}.
Land
Land
0
PIP
1
0
Drowned Catacomb
Drowned Catacomb enters the battlefield tapped unless you control an Island or a Swamp.
{T}: Add {U} or {B}.
Land
Land
0
PIP
1
0
Drowned Catacomb
Drowned Catacomb enters the battlefield tapped unless you control an Island or a Swamp.
{T}: Add {U} or {B}.
Land
Land
0
PIP
1
0
Drowned Catacomb
Drowned Catacomb enters the battlefield tapped unless you control an Island or a Swamp.
{T}: Add {U} or {B}.
Land
Land
0
PIP
1
0
Duchess, Wayward Tavernkeep
Hunters for Hire — Whenever a creature you control deals combat damage to a player, put a quest counter on it.
{1}, Remove a quest counter from a permanent you control: Create a Junk token. (It's an artifact with "{T}, Sacrifice this artifact: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
R
Legendary Creature — Human Citizen
Creature
4
3R
4/3
PIP
2
Duchess, Wayward Tavernkeep
Hunters for Hire — Whenever a creature you control deals combat damage to a player, put a quest counter on it.
{1}, Remove a quest counter from a permanent you control: Create a Junk token. (It's an artifact with "{T}, Sacrifice this artifact: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
R
Legendary Creature — Human Citizen
Creature
4
3R
4/3
PIP
2
Duchess, Wayward Tavernkeep
Hunters for Hire — Whenever a creature you control deals combat damage to a player, put a quest counter on it.
{1}, Remove a quest counter from a permanent you control: Create a Junk token. (It's an artifact with "{T}, Sacrifice this artifact: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
R
Legendary Creature — Human Citizen
Creature
4
3R
4/3
PIP
2
Duchess, Wayward Tavernkeep
Hunters for Hire — Whenever a creature you control deals combat damage to a player, put a quest counter on it.
{1}, Remove a quest counter from a permanent you control: Create a Junk token. (It's an artifact with "{T}, Sacrifice this artifact: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
R
Legendary Creature — Human Citizen
Creature
4
3R
4/3
PIP
2
ED-E, Lonesome Eyebot
Flying
ED-E My Love - Whenever you attack, if the number of attacking creatures is greater than the number of quest counters on ED-E, Lonesome Eyebot, put a quest counter on it.
{2}, Sacrifice ED-E: Draw a card, then draw an additional card for each quest counter on ED-E.
Legendary Artifact Creature — Robot
Creature
3
3
2/1
PIP
2
ED-E, Lonesome Eyebot
Flying
ED-E My Love - Whenever you attack, if the number of attacking creatures is greater than the number of quest counters on ED-E, Lonesome Eyebot, put a quest counter on it.
{2}, Sacrifice ED-E: Draw a card, then draw an additional card for each quest counter on ED-E.
Legendary Artifact Creature — Robot
Creature
3
3
2/1
PIP
2
ED-E, Lonesome Eyebot
Flying
ED-E My Love - Whenever you attack, if the number of attacking creatures is greater than the number of quest counters on ED-E, Lonesome Eyebot, put a quest counter on it.
{2}, Sacrifice ED-E: Draw a card, then draw an additional card for each quest counter on ED-E.
Legendary Artifact Creature — Robot
Creature
3
3
2/1
PIP
2
ED-E, Lonesome Eyebot
Flying
ED-E My Love - Whenever you attack, if the number of attacking creatures is greater than the number of quest counters on ED-E, Lonesome Eyebot, put a quest counter on it.
{2}, Sacrifice ED-E: Draw a card, then draw an additional card for each quest counter on ED-E.
Legendary Artifact Creature — Robot
Creature
3
3
2/1
PIP
2
Elder Arthur Maxson
Creature tokens you control have training. (Whenever a creature token you control attacks with another creature with greater power, put a +1/+1 counter on that token.)
Blind Betrayal — Sacrifice another creature: Elder Arthur Maxson gains indestructible until end of turn.
BW
Legendary Creature — Human Knight
Creature
3
1WB
4/2
PIP
2
Elder Arthur Maxson
Creature tokens you control have training. (Whenever a creature token you control attacks with another creature with greater power, put a +1/+1 counter on that token.)
Blind Betrayal — Sacrifice another creature: Elder Arthur Maxson gains indestructible until end of turn.
BW
Legendary Creature — Human Knight
Creature
3
1WB
4/2
PIP
2
Elder Arthur Maxson
Creature tokens you control have training. (Whenever a creature token you control attacks with another creature with greater power, put a +1/+1 counter on that token.)
Blind Betrayal — Sacrifice another creature: Elder Arthur Maxson gains indestructible until end of turn.
BW
Legendary Creature — Human Knight
Creature
3
1WB
4/2
PIP
2
Elder Arthur Maxson
Creature tokens you control have training. (Whenever a creature token you control attacks with another creature with greater power, put a +1/+1 counter on that token.)
Blind Betrayal — Sacrifice another creature: Elder Arthur Maxson gains indestructible until end of turn.
BW
Legendary Creature — Human Knight
Creature
3
1WB
4/2
PIP
2
Elder Owyn Lyons
Artifacts you control have ward {1}. (Whenever an artifact you control becomes the target of a spell or ability an opponent controls, counter it unless that player pays {1}.)
When Elder Owyn Lyons enters the battlefield or dies, return target artifact card from your graveyard to your hand.
UW
Legendary Creature — Human Knight
Creature
4
2WU
3/3
PIP
2
Elder Owyn Lyons
Artifacts you control have ward {1}. (Whenever an artifact you control becomes the target of a spell or ability an opponent controls, counter it unless that player pays {1}.)
When Elder Owyn Lyons enters the battlefield or dies, return target artifact card from your graveyard to your hand.
UW
Legendary Creature — Human Knight
Creature
4
2WU
3/3
PIP
2
Electrosiphon
Counter target spell. You get an amount of {E} (energy counters) equal to its mana value.
RU
Instant
Instant
3
UUR
PIP
3
Electrosiphon
Counter target spell. You get an amount of {E} (energy counters) equal to its mana value.
RU
Instant
Instant
3
UUR
PIP
3
Electrosiphon
Counter target spell. You get an amount of {E} (energy counters) equal to its mana value.
RU
Instant
Instant
3
UUR
PIP
3
Electrosiphon
Counter target spell. You get an amount of {E} (energy counters) equal to its mana value.
RU
Instant
Instant
3
UUR
PIP
3
Endurance Bobblehead
{T}: Add one mana of any color.
{3}, {T}: Up to X target creatures you control get +1/+0 and gain indestructible until end of turn, where X is the number of Bobbleheads you control as you activate this ability. Activate only as a sorcery.
Artifact — Bobblehead
Artifact
3
3
PIP
1
Endurance Bobblehead
{T}: Add one mana of any color.
{3}, {T}: Up to X target creatures you control get +1/+0 and gain indestructible until end of turn, where X is the number of Bobbleheads you control as you activate this ability. Activate only as a sorcery.
Artifact — Bobblehead
Artifact
3
3
PIP
1
Endurance Bobblehead
{T}: Add one mana of any color.
{3}, {T}: Up to X target creatures you control get +1/+0 and gain indestructible until end of turn, where X is the number of Bobbleheads you control as you activate this ability. Activate only as a sorcery.
Artifact — Bobblehead
Artifact
3
3
PIP
1
Entrapment Maneuver
Target player sacrifices an attacking creature. You create X 1/1 white Soldier creature tokens, where X is that creature's toughness.
W
Instant
Instant
4
3W
PIP
3
Entrapment Maneuver
Target player sacrifices an attacking creature. You create X 1/1 white Soldier creature tokens, where X is that creature's toughness.
W
Instant
Instant
4
3W
PIP
3
Entrapment Maneuver
Target player sacrifices an attacking creature. You create X 1/1 white Soldier creature tokens, where X is that creature's toughness.
W
Instant
Instant
4
3W
PIP
3
Entrapment Maneuver
Target player sacrifices an attacking creature. You create X 1/1 white Soldier creature tokens, where X is that creature's toughness.
W
Instant
Instant
4
3W
PIP
3
Everflowing Chalice
Multikicker {2} (You may pay an additional {2} any number of times as you cast this spell.)
Everflowing Chalice enters the battlefield with a charge counter on it for each time it was kicked.
{T}: Add {C} for each charge counter on Everflowing Chalice.
Artifact
Artifact
0
0
PIP
1
Everflowing Chalice
Multikicker {2} (You may pay an additional {2} any number of times as you cast this spell.)
Everflowing Chalice enters the battlefield with a charge counter on it for each time it was kicked.
{T}: Add {C} for each charge counter on Everflowing Chalice.
Artifact
Artifact
0
0
PIP
1
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
PIP
0
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
PIP
0
Exotic Orchard
{T}: Add one mana of any color that a land an opponent controls could produce.
Land
Land
0
PIP
0
Exotic Orchard
{T}: Add one mana of any color that a land an opponent controls could produce.
Land
Land
0
PIP
0
Exotic Orchard
{T}: Add one mana of any color that a land an opponent controls could produce.
Land
Land
0
PIP
0
Exotic Orchard
{T}: Add one mana of any color that a land an opponent controls could produce.
Land
Land
0
PIP
0
Expert-Level Safe
When Expert-Level Safe enters the battlefield, exile the top two cards of your library face down.
{1}, {T}: You and target opponent each secretly choose 1, 2, or 3. Then those choices are revealed. If they match, sacrifice Expert-Level Safe and put all cards exiled with it into their owners' hands. Otherwise, exile the top card of your library face down.
Artifact
Artifact
2
2
PIP
1
Expert-Level Safe
When Expert-Level Safe enters the battlefield, exile the top two cards of your library face down.
{1}, {T}: You and target opponent each secretly choose 1, 2, or 3. Then those choices are revealed. If they match, sacrifice Expert-Level Safe and put all cards exiled with it into their owners' hands. Otherwise, exile the top card of your library face down.
Artifact
Artifact
2
2
PIP
1
Explorer's Scope
Whenever equipped creature attacks, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped.
Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Artifact — Equipment
Artifact
1
1
PIP
1
Explorer's Scope
Whenever equipped creature attacks, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped.
Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Artifact — Equipment
Artifact
1
1
PIP
1
Farewell
Choose one or more —
• Exile all artifacts.
• Exile all creatures.
• Exile all enchantments.
• Exile all graveyards.
W
Sorcery
Sorcery
6
4WW
PIP
3
Farewell
Choose one or more —
• Exile all artifacts.
• Exile all creatures.
• Exile all enchantments.
• Exile all graveyards.
W
Sorcery
Sorcery
6
4WW
PIP
3
Farseek
Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.
G
Sorcery
Sorcery
2
1G
PIP
3
Farseek
Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.
G
Sorcery
Sorcery
2
1G
PIP
3
Feral Ghoul
Menace
Whenever another creature you control dies, put a +1/+1 counter on Feral Ghoul.
When Feral Ghoul dies, each opponent gets a number of rad counters equal to its power.
B
Creature — Zombie Mutant
Creature
3
2B
2/2
PIP
2
Feral Ghoul
Menace
Whenever another creature you control dies, put a +1/+1 counter on Feral Ghoul.
When Feral Ghoul dies, each opponent gets a number of rad counters equal to its power.
B
Creature — Zombie Mutant
Creature
3
2B
2/2
PIP
2
Feral Ghoul
Menace
Whenever another creature you control dies, put a +1/+1 counter on Feral Ghoul.
When Feral Ghoul dies, each opponent gets a number of rad counters equal to its power.
B
Creature — Zombie Mutant
Creature
3
2B
2/2
PIP
2
Feral Ghoul
Menace
Whenever another creature you control dies, put a +1/+1 counter on Feral Ghoul.
When Feral Ghoul dies, each opponent gets a number of rad counters equal to its power.
B
Creature — Zombie Mutant
Creature
3
2B
2/2
PIP
2
Ferrous Lake
{1}, {T}: Add {U}{R}.
Land
Land
0
PIP
0
Ferrous Lake
{1}, {T}: Add {U}{R}.
Land
Land
0
PIP
0
Ferrous Lake
{1}, {T}: Add {U}{R}.
Land
Land
0
PIP
0
Ferrous Lake
{1}, {T}: Add {U}{R}.
Land
Land
0
PIP
0
Fertile Ground
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color.
G
Enchantment — Aura
Enchantment
2
1G
PIP
1
Fertile Ground
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color.
G
Enchantment — Aura
Enchantment
2
1G
PIP
1
Fervent Charge
Whenever a creature you control attacks, it gets +2/+2 until end of turn.
BRW
Enchantment
Enchantment
4
1RWB
PIP
1
Fervent Charge
Whenever a creature you control attacks, it gets +2/+2 until end of turn.
BRW
Enchantment
Enchantment
4
1RWB
PIP
1
Fervent Charge
Whenever a creature you control attacks, it gets +2/+2 until end of turn.
BRW
Enchantment
Enchantment
4
1RWB
PIP
1
Fervent Charge
Whenever a creature you control attacks, it gets +2/+2 until end of turn.
BRW
Enchantment
Enchantment
4
1RWB
PIP
1
Fetid Pools
({T}: Add {U} or {B}.)
Fetid Pools enters the battlefield tapped.
Cycling {2} ({2}, Discard this card: Draw a card.)
Land — Island Swamp
Land
0
PIP
1
0
Fetid Pools
({T}: Add {U} or {B}.)
Fetid Pools enters the battlefield tapped.
Cycling {2} ({2}, Discard this card: Draw a card.)
Land — Island Swamp
Land
0
PIP
1
0
Fetid Pools
({T}: Add {U} or {B}.)
Fetid Pools enters the battlefield tapped.
Cycling {2} ({2}, Discard this card: Draw a card.)
Land — Island Swamp
Land
0
PIP
1
0
Fetid Pools
({T}: Add {U} or {B}.)
Fetid Pools enters the battlefield tapped.
Cycling {2} ({2}, Discard this card: Draw a card.)
Land — Island Swamp
Land
0
PIP
1
0
Find
Return up to two target creature cards from your graveyard to your hand.
BG
Sorcery
Sorcery
8
B/GB/G
PIP
3
Finality
You may put two +1/+1 counters on a creature you control. Then all creatures get -4/-4 until end of turn.
BG
Sorcery
Sorcery
8
4BG
PIP
3
Find
Return up to two target creature cards from your graveyard to your hand.
BG
Sorcery
Sorcery
8
B/GB/G
PIP
3
Finality
You may put two +1/+1 counters on a creature you control. Then all creatures get -4/-4 until end of turn.
BG
Sorcery
Sorcery
8
4BG
PIP
3
Fireshrieker
Equipped creature has double strike. (It deals both first-strike and regular combat damage.)
Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
Artifact — Equipment
Artifact
3
3
PIP
1
Fireshrieker
Equipped creature has double strike. (It deals both first-strike and regular combat damage.)
Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
Artifact — Equipment
Artifact
3
3
PIP
1
Forest
({T}: Add {G}.)
Basic Land — Forest
Land
0
PIP
0
Forest
({T}: Add {G}.)
Basic Land — Forest
Land
0
PIP
0
Forest
({T}: Add {G}.)
Basic Land — Forest
Land
0
PIP
0
Forest
({T}: Add {G}.)
Basic Land — Forest
Land
0
PIP
0
Fraying Sanity
Enchant player
At the beginning of each end step, enchanted player mills X cards, where X is the number of cards put into their graveyard from anywhere this turn.
U
Enchantment — Aura Curse
Enchantment
3
2U
PIP
1
Fraying Sanity
Enchant player
At the beginning of each end step, enchanted player mills X cards, where X is the number of cards put into their graveyard from anywhere this turn.
U
Enchantment — Aura Curse
Enchantment
3
2U
PIP
1
Fraying Sanity
Enchant player
At the beginning of each end step, enchanted player mills X cards, where X is the number of cards put into their graveyard from anywhere this turn.
U
Enchantment — Aura Curse
Enchantment
3
2U
PIP
1
Fraying Sanity
Enchant player
At the beginning of each end step, enchanted player mills X cards, where X is the number of cards put into their graveyard from anywhere this turn.
U
Enchantment — Aura Curse
Enchantment
3
2U
PIP
1
Gary Clone
Squad {2} (As an additional cost to cast this spell, you may pay {2} any number of times. When this creature enters the battlefield, create that many tokens that are copies of it.)
Whenever Gary Clone attacks, each creature you control named Gary Clone gets +1/+0 until end of turn.
W
Creature — Human Citizen
Creature
2
1W
1/3
PIP
2
Gary Clone
Squad {2} (As an additional cost to cast this spell, you may pay {2} any number of times. When this creature enters the battlefield, create that many tokens that are copies of it.)
Whenever Gary Clone attacks, each creature you control named Gary Clone gets +1/+0 until end of turn.
W
Creature — Human Citizen
Creature
2
1W
1/3
PIP
2
Gemrazer
Mutate {1}{G}{G} (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Reach, trample
Whenever this creature mutates, destroy target artifact or enchantment an opponent controls.
G
Creature — Beast
Creature
4
3G
4/4
PIP
2
Gemrazer
Mutate {1}{G}{G} (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Reach, trample
Whenever this creature mutates, destroy target artifact or enchantment an opponent controls.
G
Creature — Beast
Creature
4
3G
4/4
PIP
2
General's Enforcer
Legendary Humans you control have indestructible.
{2}{W}{B}: Exile target card from a graveyard. If it was a creature card, create a 1/1 white Human Soldier creature token.
BW
Creature — Human Soldier
Creature
2
WB
2/3
PIP
2
General's Enforcer
Legendary Humans you control have indestructible.
{2}{W}{B}: Exile target card from a graveyard. If it was a creature card, create a 1/1 white Human Soldier creature token.
BW
Creature — Human Soldier
Creature
2
WB
2/3
PIP
2
Glacial Fortress
Glacial Fortress enters the battlefield tapped unless you control a Plains or an Island.
{T}: Add {W} or {U}.
Land
Land
0
PIP
1
0
Glacial Fortress
Glacial Fortress enters the battlefield tapped unless you control a Plains or an Island.
{T}: Add {W} or {U}.
Land
Land
0
PIP
1
0
Glacial Fortress
Glacial Fortress enters the battlefield tapped unless you control a Plains or an Island.
{T}: Add {W} or {U}.
Land
Land
0
PIP
1
0
Glacial Fortress
Glacial Fortress enters the battlefield tapped unless you control a Plains or an Island.
{T}: Add {W} or {U}.
Land
Land
0
PIP
1
0
Glimmer of Genius
Scry 2, then draw two cards. You get {E}{E} (two energy counters).
U
Instant
Instant
4
3U
PIP
3
Glimmer of Genius
Scry 2, then draw two cards. You get {E}{E} (two energy counters).
U
Instant
Instant
4
3U
PIP
3
Glowing One
Deathtouch
Whenever Glowing One deals combat damage to a player, they get four rad counters.
Whenever a player mills a nonland card, you gain 1 life.
G
Creature — Zombie Mutant
Creature
3
2G
2/2
PIP
2
Glowing One
Deathtouch
Whenever Glowing One deals combat damage to a player, they get four rad counters.
Whenever a player mills a nonland card, you gain 1 life.
G
Creature — Zombie Mutant
Creature
3
2G
2/2
PIP
2
Grave Titan
Deathtouch
Whenever Grave Titan enters the battlefield or attacks, create two 2/2 black Zombie creature tokens.
B
Creature — Giant
Creature
6
4BB
6/6
PIP
2
Grave Titan
Deathtouch
Whenever Grave Titan enters the battlefield or attacks, create two 2/2 black Zombie creature tokens.
B
Creature — Giant
Creature
6
4BB
6/6
PIP
2
Grim Reaper's Sprint
Morbid — This spell costs {3} less to cast if a creature died this turn.
Enchant creature
When Grim Reaper's Sprint enters the battlefield, untap each creature you control. If it's your main phase, there is an additional combat phase after this phase.
Enchanted creature gets +2/+2 and has haste.
R
Enchantment — Aura
Enchantment
5
4R
PIP
1
Grim Reaper's Sprint
Morbid — This spell costs {3} less to cast if a creature died this turn.
Enchant creature
When Grim Reaper's Sprint enters the battlefield, untap each creature you control. If it's your main phase, there is an additional combat phase after this phase.
Enchanted creature gets +2/+2 and has haste.
R
Enchantment — Aura
Enchantment
5
4R
PIP
1
Grim Reaper's Sprint
Morbid — This spell costs {3} less to cast if a creature died this turn.
Enchant creature
When Grim Reaper's Sprint enters the battlefield, untap each creature you control. If it's your main phase, there is an additional combat phase after this phase.
Enchanted creature gets +2/+2 and has haste.
R
Enchantment — Aura
Enchantment
5
4R
PIP
1
Grim Reaper's Sprint
Morbid — This spell costs {3} less to cast if a creature died this turn.
Enchant creature
When Grim Reaper's Sprint enters the battlefield, untap each creature you control. If it's your main phase, there is an additional combat phase after this phase.
Enchanted creature gets +2/+2 and has haste.
R
Enchantment — Aura
Enchantment
5
4R
PIP
1
Guardian Project
Whenever a nontoken creature enters the battlefield under your control, if it doesn't have the same name as another creature you control or a creature card in your graveyard, draw a card.
G
Enchantment
Enchantment
4
3G
PIP
1
Guardian Project
Whenever a nontoken creature enters the battlefield under your control, if it doesn't have the same name as another creature you control or a creature card in your graveyard, draw a card.
G
Enchantment
Enchantment
4
3G
PIP
1
Guardian Project
Whenever a nontoken creature enters the battlefield under your control, if it doesn't have the same name as another creature you control or a creature card in your graveyard, draw a card.
G
Enchantment
Enchantment
4
3G
PIP
1
Guardian Project
Whenever a nontoken creature enters the battlefield under your control, if it doesn't have the same name as another creature you control or a creature card in your graveyard, draw a card.
G
Enchantment
Enchantment
4
3G
PIP
1
Gunner Conscript
Trample
Gunner Conscript gets +1/+1 for each Aura and Equipment attached to it.
When Gunner Conscript dies, if it was enchanted, create a Junk token.
When Gunner Conscript dies, if it was equipped, create a Junk token.
G
Creature — Human Mercenary
Creature
2
1G
2/2
PIP
2
Gunner Conscript
Trample
Gunner Conscript gets +1/+1 for each Aura and Equipment attached to it.
When Gunner Conscript dies, if it was enchanted, create a Junk token.
When Gunner Conscript dies, if it was equipped, create a Junk token.
G
Creature — Human Mercenary
Creature
2
1G
2/2
PIP
2
HELIOS One
{T}: Add {C}.
{1}, {T}: You get {E} (an energy counter).
{3}, {T}, Pay X {E}, Sacrifice HELIOS One: Destroy target nonland permanent with mana value X. Activate only as a sorcery.
Land
Land
0
PIP
0
HELIOS One
{T}: Add {C}.
{1}, {T}: You get {E} (an energy counter).
{3}, {T}, Pay X {E}, Sacrifice HELIOS One: Destroy target nonland permanent with mana value X. Activate only as a sorcery.
Land
Land
0
PIP
0
HELIOS One
{T}: Add {C}.
{1}, {T}: You get {E} (an energy counter).
{3}, {T}, Pay X {E}, Sacrifice HELIOS One: Destroy target nonland permanent with mana value X. Activate only as a sorcery.
Land
Land
0
PIP
0
HELIOS One
{T}: Add {C}.
{1}, {T}: You get {E} (an energy counter).
{3}, {T}, Pay X {E}, Sacrifice HELIOS One: Destroy target nonland permanent with mana value X. Activate only as a sorcery.
Land
Land
0
PIP
0
Hancock, Ghoulish Mayor
Each other creature you control that's a Zombie or Mutant gets +X/+X, where X is the number of counters on Hancock, Ghoulish Mayor.
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.)
B
Legendary Creature — Zombie Mutant Advisor
Creature
3
2B
2/1
PIP
2
Hancock, Ghoulish Mayor
Each other creature you control that's a Zombie or Mutant gets +X/+X, where X is the number of counters on Hancock, Ghoulish Mayor.
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.)
B
Legendary Creature — Zombie Mutant Advisor
Creature
3
2B
2/1
PIP
2
Hancock, Ghoulish Mayor
Each other creature you control that's a Zombie or Mutant gets +X/+X, where X is the number of counters on Hancock, Ghoulish Mayor.
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.)
B
Legendary Creature — Zombie Mutant Advisor
Creature
3
2B
2/1
PIP
2
Hancock, Ghoulish Mayor
Each other creature you control that's a Zombie or Mutant gets +X/+X, where X is the number of counters on Hancock, Ghoulish Mayor.
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.)
B
Legendary Creature — Zombie Mutant Advisor
Creature
3
2B
2/1
PIP
2
Hardened Scales
If one or more +1/+1 counters would be put on a creature you control, that many plus one +1/+1 counters are put on it instead.
G
Enchantment
Enchantment
1
G
PIP
1
Hardened Scales
If one or more +1/+1 counters would be put on a creature you control, that many plus one +1/+1 counters are put on it instead.
G
Enchantment
Enchantment
1
G
PIP
1
Hardened Scales
If one or more +1/+1 counters would be put on a creature you control, that many plus one +1/+1 counters are put on it instead.
G
Enchantment
Enchantment
1
G
PIP
1
Hardened Scales
If one or more +1/+1 counters would be put on a creature you control, that many plus one +1/+1 counters are put on it instead.
G
Enchantment
Enchantment
1
G
PIP
1
Harmonize
Draw three cards.
G
Sorcery
Sorcery
4
2GG
PIP
3
Harmonize
Draw three cards.
G
Sorcery
Sorcery
4
2GG
PIP
3
Harold and Bob, First Numens
Vigilance, reach
When Harold and Bob, First Numens dies, if it was a creature, return it to the battlefield. It's an Aura enchantment with enchant Forest you control and "Enchanted Forest has '{T}: Add three mana of any one color. You get two rad counters."" Harold and Bob loses all other abilities.
G
Legendary Creature — Treefolk Mutant
Creature
3
2G
3/3
PIP
2
Harold and Bob, First Numens
Vigilance, reach
When Harold and Bob, First Numens dies, if it was a creature, return it to the battlefield. It's an Aura enchantment with enchant Forest you control and "Enchanted Forest has '{T}: Add three mana of any one color. You get two rad counters."" Harold and Bob loses all other abilities.
G
Legendary Creature — Treefolk Mutant
Creature
3
2G
3/3
PIP
2
Harold and Bob, First Numens
Vigilance, reach
When Harold and Bob, First Numens dies, if it was a creature, return it to the battlefield. It's an Aura enchantment with enchant Forest you control and "Enchanted Forest has '{T}: Add three mana of any one color. You get two rad counters."" Harold and Bob loses all other abilities.
G
Legendary Creature — Treefolk Mutant
Creature
3
2G
3/3
PIP
2
Harold and Bob, First Numens
Vigilance, reach
When Harold and Bob, First Numens dies, if it was a creature, return it to the battlefield. It's an Aura enchantment with enchant Forest you control and "Enchanted Forest has '{T}: Add three mana of any one color. You get two rad counters."" Harold and Bob loses all other abilities.
G
Legendary Creature — Treefolk Mutant
Creature
3
2G
3/3
PIP
2
Heroic Intervention
Permanents you control gain hexproof and indestructible until end of turn.
G
Instant
Instant
2
1G
PIP
3
Heroic Intervention
Permanents you control gain hexproof and indestructible until end of turn.
G
Instant
Instant
2
1G
PIP
3
Heroic Intervention
Permanents you control gain hexproof and indestructible until end of turn.
G
Instant
Instant
2
1G
PIP
3
Heroic Intervention
Permanents you control gain hexproof and indestructible until end of turn.
G
Instant
Instant
2
1G
PIP
3
Heroic Reinforcements
Create two 1/1 white Soldier creature tokens. Until end of turn, creatures you control get +1/+1 and gain haste. (They can attack and {T} this turn.)
RW
Sorcery
Sorcery
4
2RW
PIP
3
Heroic Reinforcements
Create two 1/1 white Soldier creature tokens. Until end of turn, creatures you control get +1/+1 and gain haste. (They can attack and {T} this turn.)
RW
Sorcery
Sorcery
4
2RW
PIP
3
Hinterland Harbor
Hinterland Harbor enters the battlefield tapped unless you control a Forest or an Island.
{T}: Add {G} or {U}.
Land
Land
0
PIP
1
0
Hinterland Harbor
Hinterland Harbor enters the battlefield tapped unless you control a Forest or an Island.
{T}: Add {G} or {U}.
Land
Land
0
PIP
1
0
Hinterland Harbor
Hinterland Harbor enters the battlefield tapped unless you control a Forest or an Island.
{T}: Add {G} or {U}.
Land
Land
0
PIP
1
0
Hinterland Harbor
Hinterland Harbor enters the battlefield tapped unless you control a Forest or an Island.
{T}: Add {G} or {U}.
Land
Land
0
PIP
1
0
Hornet Queen
Flying, deathtouch
When Hornet Queen enters the battlefield, create four 1/1 green Insect creature tokens with flying and deathtouch.
G
Creature — Insect
Creature
7
4GGG
2/2
PIP
2
Hornet Queen
Flying, deathtouch
When Hornet Queen enters the battlefield, create four 1/1 green Insect creature tokens with flying and deathtouch.
G
Creature — Insect
Creature
7
4GGG
2/2
PIP
2
Hour of Reckoning
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.)
Destroy all nontoken creatures.
W
Sorcery
Sorcery
7
4WWW
PIP
3
Hour of Reckoning
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.)
Destroy all nontoken creatures.
W
Sorcery
Sorcery
7
4WWW
PIP
3
Hour of Reckoning
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.)
Destroy all nontoken creatures.
W
Sorcery
Sorcery
7
4WWW
PIP
3
Hour of Reckoning
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.)
Destroy all nontoken creatures.
W
Sorcery
Sorcery
7
4WWW
PIP
3
Hullbreaker Horror
Flash
This spell can't be countered.
Whenever you cast a spell, choose up to one —
• Return target spell you don't control to its owner's hand.
• Return target nonland permanent to its owner's hand.
U
Creature — Kraken Horror
Creature
7
5UU
7/8
PIP
2
Hullbreaker Horror
Flash
This spell can't be countered.
Whenever you cast a spell, choose up to one —
• Return target spell you don't control to its owner's hand.
• Return target nonland permanent to its owner's hand.
U
Creature — Kraken Horror
Creature
7
5UU
7/8
PIP
2
Ian the Reckless
Whenever Ian the Reckless attacks, if it's modified, you may have it deal damage equal to its power to you and any target. (Equipment, Auras you control, and counters are modifications.)
R
Legendary Creature — Human Warrior
Creature
2
1R
2/1
PIP
2
Ian the Reckless
Whenever Ian the Reckless attacks, if it's modified, you may have it deal damage equal to its power to you and any target. (Equipment, Auras you control, and counters are modifications.)
R
Legendary Creature — Human Warrior
Creature
2
1R
2/1
PIP
2
Idolized
Enchant creature
Enchanted creature has "Whenever this creature attacks alone, it gets +X/+X until end of turn, where X is the number of nonland permanents you control."
W
Enchantment — Aura
Enchantment
2
1W
PIP
1
Idolized
Enchant creature
Enchanted creature has "Whenever this creature attacks alone, it gets +X/+X until end of turn, where X is the number of nonland permanents you control."
W
Enchantment — Aura
Enchantment
2
1W
PIP
1
Idolized
Enchant creature
Enchanted creature has "Whenever this creature attacks alone, it gets +X/+X until end of turn, where X is the number of nonland permanents you control."
W
Enchantment — Aura
Enchantment
2
1W
PIP
1
Idolized
Enchant creature
Enchanted creature has "Whenever this creature attacks alone, it gets +X/+X until end of turn, where X is the number of nonland permanents you control."
W
Enchantment — Aura
Enchantment
2
1W
PIP
1
Impassioned Orator
Whenever another creature enters the battlefield under your control, you gain 1 life.
W
Creature — Human Cleric
Creature
2
1W
2/2
PIP
2
Impassioned Orator
Whenever another creature enters the battlefield under your control, you gain 1 life.
W
Creature — Human Cleric
Creature
2
1W
2/2
PIP
2
Inexorable Tide
Whenever you cast a spell, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
U
Enchantment
Enchantment
5
3UU
PIP
1
Inexorable Tide
Whenever you cast a spell, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
U
Enchantment
Enchantment
5
3UU
PIP
1
Inexorable Tide
Whenever you cast a spell, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
U
Enchantment
Enchantment
5
3UU
PIP
1
Inexorable Tide
Whenever you cast a spell, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
U
Enchantment
Enchantment
5
3UU
PIP
1
Infesting Radroach
Flying
Infesting Radroach can't block.
Whenever Infesting Radroach deals combat damage to a player, they get that many rad counters.
Whenever an opponent mills a nonland card, if Infesting Radroach is in your graveyard, you may return it to your hand.
B
Creature — Insect Mutant
Creature
3
2B
2/2
PIP
2
Infesting Radroach
Flying
Infesting Radroach can't block.
Whenever Infesting Radroach deals combat damage to a player, they get that many rad counters.
Whenever an opponent mills a nonland card, if Infesting Radroach is in your graveyard, you may return it to your hand.
B
Creature — Insect Mutant
Creature
3
2B
2/2
PIP
2
Inspiring Call
Draw a card for each creature you control with a +1/+1 counter on it. Those creatures gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
G
Instant
Instant
3
2G
PIP
3
Inspiring Call
Draw a card for each creature you control with a +1/+1 counter on it. Those creatures gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
G
Instant
Instant
3
2G
PIP
3
Intangible Virtue
Creature tokens you control get +1/+1 and have vigilance.
W
Enchantment
Enchantment
2
1W
PIP
1
Intangible Virtue
Creature tokens you control get +1/+1 and have vigilance.
W
Enchantment
Enchantment
2
1W
PIP
1
Intelligence Bobblehead
{T}: Add one mana of any color.
{5}, {T}: Draw X cards, where X is the number of Bobbleheads you control.
Artifact — Bobblehead
Artifact
3
3
PIP
1
Intelligence Bobblehead
{T}: Add one mana of any color.
{5}, {T}: Draw X cards, where X is the number of Bobbleheads you control.
Artifact — Bobblehead
Artifact
3
3
PIP
1
Intelligence Bobblehead
{T}: Add one mana of any color.
{5}, {T}: Draw X cards, where X is the number of Bobbleheads you control.
Artifact — Bobblehead
Artifact
3
3
PIP
1
Inventory Management
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
For each Aura and Equipment you control, you may attach it to a creature you control.
RW
Instant
Instant
2
RW
PIP
3
Inventory Management
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
For each Aura and Equipment you control, you may attach it to a creature you control.
RW
Instant
Instant
2
RW
PIP
3
Inventory Management
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
For each Aura and Equipment you control, you may attach it to a creature you control.
RW
Instant
Instant
2
RW
PIP
3
Inventory Management
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
For each Aura and Equipment you control, you may attach it to a creature you control.
RW
Instant
Instant
2
RW
PIP
3
Irrigated Farmland
({T}: Add {W} or {U}.)
Irrigated Farmland enters the battlefield tapped.
Cycling {2} ({2}, Discard this card: Draw a card.)
Land — Plains Island
Land
0
PIP
1
0
Irrigated Farmland
({T}: Add {W} or {U}.)
Irrigated Farmland enters the battlefield tapped.
Cycling {2} ({2}, Discard this card: Draw a card.)
Land — Plains Island
Land
0
PIP
1
0
Irrigated Farmland
({T}: Add {W} or {U}.)
Irrigated Farmland enters the battlefield tapped.
Cycling {2} ({2}, Discard this card: Draw a card.)
Land — Plains Island
Land
0
PIP
1
0
Irrigated Farmland
({T}: Add {W} or {U}.)
Irrigated Farmland enters the battlefield tapped.
Cycling {2} ({2}, Discard this card: Draw a card.)
Land — Plains Island
Land
0
PIP
1
0
Island
({T}: Add {U}.)
Basic Land — Island
Land
0
PIP
0
Island
({T}: Add {U}.)
Basic Land — Island
Land
0
PIP
0
Island
({T}: Add {U}.)
Basic Land — Island
Land
0
PIP
0
Island
({T}: Add {U}.)
Basic Land — Island
Land
0
PIP
0
Isolated Chapel
Isolated Chapel enters the battlefield tapped unless you control a Plains or a Swamp.
{T}: Add {W} or {B}.
Land
Land
0
PIP
1
0
Isolated Chapel
Isolated Chapel enters the battlefield tapped unless you control a Plains or a Swamp.
{T}: Add {W} or {B}.
Land
Land
0
PIP
1
0
Isolated Chapel
Isolated Chapel enters the battlefield tapped unless you control a Plains or a Swamp.
{T}: Add {W} or {B}.
Land
Land
0
PIP
1
0
Isolated Chapel
Isolated Chapel enters the battlefield tapped unless you control a Plains or a Swamp.
{T}: Add {W} or {B}.
Land
Land
0
PIP
1
0
James, Wandering Dad // Follow Him
U
Legendary Creature — Human Scientist // Instant — Adventure
Creature
3
2U // XUU
2/4
PIP
3
James, Wandering Dad // Follow Him
U
Legendary Creature — Human Scientist // Instant — Adventure
Creature
3
2U // XUU
2/4
PIP
3
James, Wandering Dad // Follow Him
U
Legendary Creature — Human Scientist // Instant — Adventure
Creature
3
2U // XUU
2/4
PIP
3
James, Wandering Dad // Follow Him
U
Legendary Creature — Human Scientist // Instant — Adventure
Creature
3
2U // XUU
2/4
PIP
3
Jason Bright, Glowing Prophet
Whenever a Zombie or Mutant you control dies, if its power was different from its base power, draw a card.
Come Fly With Me — {2}, Sacrifice a creature: Put a +1/+1 counter on target creature you control. It gains flying until end of turn.
U
Legendary Creature — Zombie Mutant Advisor
Creature
3
2U
2/3
PIP
2
Jason Bright, Glowing Prophet
Whenever a Zombie or Mutant you control dies, if its power was different from its base power, draw a card.
Come Fly With Me — {2}, Sacrifice a creature: Put a +1/+1 counter on target creature you control. It gains flying until end of turn.
U
Legendary Creature — Zombie Mutant Advisor
Creature
3
2U
2/3
PIP
2
Jason Bright, Glowing Prophet
Whenever a Zombie or Mutant you control dies, if its power was different from its base power, draw a card.
Come Fly With Me — {2}, Sacrifice a creature: Put a +1/+1 counter on target creature you control. It gains flying until end of turn.
U
Legendary Creature — Zombie Mutant Advisor
Creature
3
2U
2/3
PIP
2
Jason Bright, Glowing Prophet
Whenever a Zombie or Mutant you control dies, if its power was different from its base power, draw a card.
Come Fly With Me — {2}, Sacrifice a creature: Put a +1/+1 counter on target creature you control. It gains flying until end of turn.
U
Legendary Creature — Zombie Mutant Advisor
Creature
3
2U
2/3
PIP
2
Jungle Shrine
Jungle Shrine enters the battlefield tapped.
{T}: Add {R}, {G}, or {W}.
Land
Land
0
PIP
1
0
Jungle Shrine
Jungle Shrine enters the battlefield tapped.
{T}: Add {R}, {G}, or {W}.
Land
Land
0
PIP
1
0
Junk Jet
When Junk Jet enters the battlefield, create a Junk token. (It's an artifact with "{T}, Sacrifice this artifact: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
{3}, Sacrifice another artifact: Double equipped creature's power until end of turn.
Equip {1}
R
Artifact — Equipment
Artifact
2
1R
PIP
1
Junk Jet
When Junk Jet enters the battlefield, create a Junk token. (It's an artifact with "{T}, Sacrifice this artifact: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
{3}, Sacrifice another artifact: Double equipped creature's power until end of turn.
Equip {1}
R
Artifact — Equipment
Artifact
2
1R
PIP
1
Junk Jet
When Junk Jet enters the battlefield, create a Junk token. (It's an artifact with "{T}, Sacrifice this artifact: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
{3}, Sacrifice another artifact: Double equipped creature's power until end of turn.
Equip {1}
R
Artifact — Equipment
Artifact
2
1R
PIP
1
Junk Jet
When Junk Jet enters the battlefield, create a Junk token. (It's an artifact with "{T}, Sacrifice this artifact: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
{3}, Sacrifice another artifact: Double equipped creature's power until end of turn.
Equip {1}
R
Artifact — Equipment
Artifact
2
1R
PIP
1
Junktown
{T}: Add {C}.
{4}{R}, {T}, Sacrifice Junktown: Create three Junk tokens. (They're artifacts with "{T}, Sacrifice this artifact: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
Land
Land
0
PIP
0
Junktown
{T}: Add {C}.
{4}{R}, {T}, Sacrifice Junktown: Create three Junk tokens. (They're artifacts with "{T}, Sacrifice this artifact: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
Land
Land
0
PIP
0
Junktown
{T}: Add {C}.
{4}{R}, {T}, Sacrifice Junktown: Create three Junk tokens. (They're artifacts with "{T}, Sacrifice this artifact: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
Land
Land
0
PIP
0
Junktown
{T}: Add {C}.
{4}{R}, {T}, Sacrifice Junktown: Create three Junk tokens. (They're artifacts with "{T}, Sacrifice this artifact: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
Land
Land
0
PIP
0
Keeper of the Accord
At the beginning of each opponent's end step, if that player controls more creatures than you, create a 1/1 white Soldier creature token.
At the beginning of each opponent's end step, if that player controls more lands than you, you may search your library for a basic Plains card, put it onto the battlefield tapped, then shuffle.
W
Creature — Human Soldier
Creature
4
3W
3/4
PIP
2
Keeper of the Accord
At the beginning of each opponent's end step, if that player controls more creatures than you, create a 1/1 white Soldier creature token.
At the beginning of each opponent's end step, if that player controls more lands than you, you may search your library for a basic Plains card, put it onto the battlefield tapped, then shuffle.
W
Creature — Human Soldier
Creature
4
3W
3/4
PIP
2
Keeper of the Accord
At the beginning of each opponent's end step, if that player controls more creatures than you, create a 1/1 white Soldier creature token.
At the beginning of each opponent's end step, if that player controls more lands than you, you may search your library for a basic Plains card, put it onto the battlefield tapped, then shuffle.
W
Creature — Human Soldier
Creature
4
3W
3/4
PIP
2
Keeper of the Accord
At the beginning of each opponent's end step, if that player controls more creatures than you, create a 1/1 white Soldier creature token.
At the beginning of each opponent's end step, if that player controls more lands than you, you may search your library for a basic Plains card, put it onto the battlefield tapped, then shuffle.
W
Creature — Human Soldier
Creature
4
3W
3/4
PIP
2
Kellogg, Dangerous Mind
First strike, haste
Whenever Kellogg, Dangerous Mind attacks, create a Treasure token.
Sacrifice five Treasures: Gain control of target creature for as long as you control Kellogg. Activate only as a sorcery.
BR
Legendary Creature — Human Mercenary
Creature
3
1BR
3/2
PIP
2
Kellogg, Dangerous Mind
First strike, haste
Whenever Kellogg, Dangerous Mind attacks, create a Treasure token.
Sacrifice five Treasures: Gain control of target creature for as long as you control Kellogg. Activate only as a sorcery.
BR
Legendary Creature — Human Mercenary
Creature
3
1BR
3/2
PIP
2
Kellogg, Dangerous Mind
First strike, haste
Whenever Kellogg, Dangerous Mind attacks, create a Treasure token.
Sacrifice five Treasures: Gain control of target creature for as long as you control Kellogg. Activate only as a sorcery.
BR
Legendary Creature — Human Mercenary
Creature
3
1BR
3/2
PIP
2
Kellogg, Dangerous Mind
First strike, haste
Whenever Kellogg, Dangerous Mind attacks, create a Treasure token.
Sacrifice five Treasures: Gain control of target creature for as long as you control Kellogg. Activate only as a sorcery.
BR
Legendary Creature — Human Mercenary
Creature
3
1BR
3/2
PIP
2
Legate Lanius, Caesar's Ace
Decimate — When Legate Lanius enters the battlefield, each opponent sacrifices a tenth of the creatures they control, rounded up.
Whenever an opponent sacrifices a creature, put a +1/+1 counter on Legate Lanius.
BR
Legendary Creature — Human Soldier
Creature
4
2BR
2/2
PIP
2
Legate Lanius, Caesar's Ace
Decimate — When Legate Lanius enters the battlefield, each opponent sacrifices a tenth of the creatures they control, rounded up.
Whenever an opponent sacrifices a creature, put a +1/+1 counter on Legate Lanius.
BR
Legendary Creature — Human Soldier
Creature
4
2BR
2/2
PIP
2
Lethal Scheme
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.)
Destroy target creature or planeswalker. Each creature that convoked Lethal Scheme connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.)
B
Instant
Instant
4
2BB
PIP
3
Lethal Scheme
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.)
Destroy target creature or planeswalker. Each creature that convoked Lethal Scheme connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.)
B
Instant
Instant
4
2BB
PIP
3
Lethal Scheme
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.)
Destroy target creature or planeswalker. Each creature that convoked Lethal Scheme connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.)
B
Instant
Instant
4
2BB
PIP
3
Lethal Scheme
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.)
Destroy target creature or planeswalker. Each creature that convoked Lethal Scheme connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.)
B
Instant
Instant
4
2BB
PIP
3
Liberty Prime, Recharged
Vigilance, trample, haste
Whenever Liberty Prime, Recharged attacks or blocks, sacrifice it unless you pay {E}{E} (two energy counters).
{2}, {T}, Sacrifice an artifact: You get {E}{E} and draw a card.
RUW
Legendary Artifact Creature — Robot
Creature
5
2URW
8/8
PIP
2
Liberty Prime, Recharged
Vigilance, trample, haste
Whenever Liberty Prime, Recharged attacks or blocks, sacrifice it unless you pay {E}{E} (two energy counters).
{2}, {T}, Sacrifice an artifact: You get {E}{E} and draw a card.
RUW
Legendary Artifact Creature — Robot
Creature
5
2URW
8/8
PIP
2
Liberty Prime, Recharged
Vigilance, trample, haste
Whenever Liberty Prime, Recharged attacks or blocks, sacrifice it unless you pay {E}{E} (two energy counters).
{2}, {T}, Sacrifice an artifact: You get {E}{E} and draw a card.
RUW
Legendary Artifact Creature — Robot
Creature
5
2URW
8/8
PIP
2
Liberty Prime, Recharged
Vigilance, trample, haste
Whenever Liberty Prime, Recharged attacks or blocks, sacrifice it unless you pay {E}{E} (two energy counters).
{2}, {T}, Sacrifice an artifact: You get {E}{E} and draw a card.
RUW
Legendary Artifact Creature — Robot
Creature
5
2URW
8/8
PIP
2
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
PIP
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
PIP
1
Lily Bowen, Raging Grandma
Vigilance
Lily Bowen, Raging Grandma enters the battlefield with two +1/+1 counters on it.
At the beginning of your upkeep, double the number of +1/+1 counters on Lily Bowen if its power is 16 or less. Otherwise, remove all but one +1/+1 counter from it, then you gain 1 life for each +1/+1 counter removed this way.
G
Legendary Creature — Mutant Warrior
Creature
4
3G
0/0
PIP
2
Lily Bowen, Raging Grandma
Vigilance
Lily Bowen, Raging Grandma enters the battlefield with two +1/+1 counters on it.
At the beginning of your upkeep, double the number of +1/+1 counters on Lily Bowen if its power is 16 or less. Otherwise, remove all but one +1/+1 counter from it, then you gain 1 life for each +1/+1 counter removed this way.
G
Legendary Creature — Mutant Warrior
Creature
4
3G
0/0
PIP
2
Lily Bowen, Raging Grandma
Vigilance
Lily Bowen, Raging Grandma enters the battlefield with two +1/+1 counters on it.
At the beginning of your upkeep, double the number of +1/+1 counters on Lily Bowen if its power is 16 or less. Otherwise, remove all but one +1/+1 counter from it, then you gain 1 life for each +1/+1 counter removed this way.
G
Legendary Creature — Mutant Warrior
Creature
4
3G
0/0
PIP
2
Lily Bowen, Raging Grandma
Vigilance
Lily Bowen, Raging Grandma enters the battlefield with two +1/+1 counters on it.
At the beginning of your upkeep, double the number of +1/+1 counters on Lily Bowen if its power is 16 or less. Otherwise, remove all but one +1/+1 counter from it, then you gain 1 life for each +1/+1 counter removed this way.
G
Legendary Creature — Mutant Warrior
Creature
4
3G
0/0
PIP
2
Lord of the Undead
Other Zombie creatures get +1/+1.
{1}{B}, {T}: Return target Zombie card from your graveyard to your hand.
B
Creature — Zombie
Creature
3
1BB
2/2
PIP
2
Lord of the Undead
Other Zombie creatures get +1/+1.
{1}{B}, {T}: Return target Zombie card from your graveyard to your hand.
B
Creature — Zombie
Creature
3
1BB
2/2
PIP
2
Loyal Apprentice
Haste
Lieutenant — At the beginning of combat on your turn, if you control your commander, create a 1/1 colorless Thopter artifact creature token with flying. That token gains haste until end of turn.
R
Creature — Human Artificer
Creature
2
1R
2/1
PIP
2
Loyal Apprentice
Haste
Lieutenant — At the beginning of combat on your turn, if you control your commander, create a 1/1 colorless Thopter artifact creature token with flying. That token gains haste until end of turn.
R
Creature — Human Artificer
Creature
2
1R
2/1
PIP
2
Luck Bobblehead
{T}: Add one mana of any color.
{1}, {T}: Roll X six-sided dice, where X is the number of Bobbleheads you control. Create a tapped Treasure token for each even result. If you rolled 6 exactly seven times, you win the game.
Artifact — Bobblehead
Artifact
3
3
PIP
1
Luck Bobblehead
{T}: Add one mana of any color.
{1}, {T}: Roll X six-sided dice, where X is the number of Bobbleheads you control. Create a tapped Treasure token for each even result. If you rolled 6 exactly seven times, you win the game.
Artifact — Bobblehead
Artifact
3
3
PIP
1
Luck Bobblehead
{T}: Add one mana of any color.
{1}, {T}: Roll X six-sided dice, where X is the number of Bobbleheads you control. Create a tapped Treasure token for each even result. If you rolled 6 exactly seven times, you win the game.
Artifact — Bobblehead
Artifact
3
3
PIP
1
Lumbering Megasloth
This spell costs {1} less to cast for each counter among players and permanents.
Trample
Lumbering Megasloth enters the battlefield tapped.
G
Creature — Sloth Mutant
Creature
12
10GG
8/8
PIP
1
2
Lumbering Megasloth
This spell costs {1} less to cast for each counter among players and permanents.
Trample
Lumbering Megasloth enters the battlefield tapped.
G
Creature — Sloth Mutant
Creature
12
10GG
8/8
PIP
1
2
MacCready, Lamplight Mayor
Whenever a creature you control with power 2 or less attacks, it gains skulk until end of turn. (It can't be blocked by creatures with greater power.)
Whenever a creature with power 4 or greater attacks you, its controller loses 2 life and you gain 2 life.
BW
Legendary Creature — Human Advisor
Creature
2
WB
1/3
PIP
2
MacCready, Lamplight Mayor
Whenever a creature you control with power 2 or less attacks, it gains skulk until end of turn. (It can't be blocked by creatures with greater power.)
Whenever a creature with power 4 or greater attacks you, its controller loses 2 life and you gain 2 life.
BW
Legendary Creature — Human Advisor
Creature
2
WB
1/3
PIP
2
MacCready, Lamplight Mayor
Whenever a creature you control with power 2 or less attacks, it gains skulk until end of turn. (It can't be blocked by creatures with greater power.)
Whenever a creature with power 4 or greater attacks you, its controller loses 2 life and you gain 2 life.
BW
Legendary Creature — Human Advisor
Creature
2
WB
1/3
PIP
2
MacCready, Lamplight Mayor
Whenever a creature you control with power 2 or less attacks, it gains skulk until end of turn. (It can't be blocked by creatures with greater power.)
Whenever a creature with power 4 or greater attacks you, its controller loses 2 life and you gain 2 life.
BW
Legendary Creature — Human Advisor
Creature
2
WB
1/3
PIP
2
Mantle of the Ancients
Enchant creature you control
When Mantle of the Ancients enters the battlefield, return any number of target Aura and/or Equipment cards from your graveyard to the battlefield attached to enchanted creature.
Enchanted creature gets +1/+1 for each Aura and Equipment attached to it.
W
Enchantment — Aura
Enchantment
5
3WW
PIP
1
Mantle of the Ancients
Enchant creature you control
When Mantle of the Ancients enters the battlefield, return any number of target Aura and/or Equipment cards from your graveyard to the battlefield attached to enchanted creature.
Enchanted creature gets +1/+1 for each Aura and Equipment attached to it.
W
Enchantment — Aura
Enchantment
5
3WW
PIP
1
Mantle of the Ancients
Enchant creature you control
When Mantle of the Ancients enters the battlefield, return any number of target Aura and/or Equipment cards from your graveyard to the battlefield attached to enchanted creature.
Enchanted creature gets +1/+1 for each Aura and Equipment attached to it.
W
Enchantment — Aura
Enchantment
5
3WW
PIP
1
Mantle of the Ancients
Enchant creature you control
When Mantle of the Ancients enters the battlefield, return any number of target Aura and/or Equipment cards from your graveyard to the battlefield attached to enchanted creature.
Enchanted creature gets +1/+1 for each Aura and Equipment attached to it.
W
Enchantment — Aura
Enchantment
5
3WW
PIP
1
Marcus, Mutant Mayor
Vigilance, trample
Whenever a creature you control deals combat damage to a player, draw a card if that creature has a +1/+1 counter on it. If it doesn't, put a +1/+1 counter on it.
GU
Legendary Creature — Mutant Advisor
Creature
5
3GU
4/4
PIP
2
Marcus, Mutant Mayor
Vigilance, trample
Whenever a creature you control deals combat damage to a player, draw a card if that creature has a +1/+1 counter on it. If it doesn't, put a +1/+1 counter on it.
GU
Legendary Creature — Mutant Advisor
Creature
5
3GU
4/4
PIP
2
Marcus, Mutant Mayor
Vigilance, trample
Whenever a creature you control deals combat damage to a player, draw a card if that creature has a +1/+1 counter on it. If it doesn't, put a +1/+1 counter on it.
GU
Legendary Creature — Mutant Advisor
Creature
5
3GU
4/4
PIP
2
Marcus, Mutant Mayor
Vigilance, trample
Whenever a creature you control deals combat damage to a player, draw a card if that creature has a +1/+1 counter on it. If it doesn't, put a +1/+1 counter on it.
GU
Legendary Creature — Mutant Advisor
Creature
5
3GU
4/4
PIP
2
Mariposa Military Base
You may have Mariposa Military Base enter the battlefield tapped. If you do, you get two rad counters.
{T}: Add {C}.
{5}, {T}: Draw a card. This ability costs {1} less to activate for each rad counter you have.
Land
Land
0
PIP
0
Mariposa Military Base
You may have Mariposa Military Base enter the battlefield tapped. If you do, you get two rad counters.
{T}: Add {C}.
{5}, {T}: Draw a card. This ability costs {1} less to activate for each rad counter you have.
Land
Land
0
PIP
0
Mariposa Military Base
You may have Mariposa Military Base enter the battlefield tapped. If you do, you get two rad counters.
{T}: Add {C}.
{5}, {T}: Draw a card. This ability costs {1} less to activate for each rad counter you have.
Land
Land
0
PIP
0
Mariposa Military Base
You may have Mariposa Military Base enter the battlefield tapped. If you do, you get two rad counters.
{T}: Add {C}.
{5}, {T}: Draw a card. This ability costs {1} less to activate for each rad counter you have.
Land
Land
0
PIP
0
Marshal's Anthem
Multikicker {1}{W} (You may pay an additional {1}{W} any number of times as you cast this spell.)
Creatures you control get +1/+1.
When Marshal's Anthem enters the battlefield, return up to X target creature cards from your graveyard to the battlefield, where X is the number of times Marshal's Anthem was kicked.
W
Enchantment
Enchantment
4
2WW
PIP
1
Marshal's Anthem
Multikicker {1}{W} (You may pay an additional {1}{W} any number of times as you cast this spell.)
Creatures you control get +1/+1.
When Marshal's Anthem enters the battlefield, return up to X target creature cards from your graveyard to the battlefield, where X is the number of times Marshal's Anthem was kicked.
W
Enchantment
Enchantment
4
2WW
PIP
1
Marshal's Anthem
Multikicker {1}{W} (You may pay an additional {1}{W} any number of times as you cast this spell.)
Creatures you control get +1/+1.
When Marshal's Anthem enters the battlefield, return up to X target creature cards from your graveyard to the battlefield, where X is the number of times Marshal's Anthem was kicked.
W
Enchantment
Enchantment
4
2WW
PIP
1
Marshal's Anthem
Multikicker {1}{W} (You may pay an additional {1}{W} any number of times as you cast this spell.)
Creatures you control get +1/+1.
When Marshal's Anthem enters the battlefield, return up to X target creature cards from your graveyard to the battlefield, where X is the number of times Marshal's Anthem was kicked.
W
Enchantment
Enchantment
4
2WW
PIP
1
Martial Coup
Create X 1/1 white Soldier creature tokens. If X is 5 or more, destroy all other creatures.
W
Sorcery
Sorcery
2
XWW
PIP
3
Martial Coup
Create X 1/1 white Soldier creature tokens. If X is 5 or more, destroy all other creatures.
W
Sorcery
Sorcery
2
XWW
PIP
3
Martial Coup
Create X 1/1 white Soldier creature tokens. If X is 5 or more, destroy all other creatures.
W
Sorcery
Sorcery
2
XWW
PIP
3
Martial Coup
Create X 1/1 white Soldier creature tokens. If X is 5 or more, destroy all other creatures.
W
Sorcery
Sorcery
2
XWW
PIP
3
Masterwork of Ingenuity
You may have Masterwork of Ingenuity enter the battlefield as a copy of any Equipment on the battlefield.
Artifact — Equipment
Artifact
1
1
PIP
1
Masterwork of Ingenuity
You may have Masterwork of Ingenuity enter the battlefield as a copy of any Equipment on the battlefield.
Artifact — Equipment
Artifact
1
1
PIP
1
Masterwork of Ingenuity
You may have Masterwork of Ingenuity enter the battlefield as a copy of any Equipment on the battlefield.
Artifact — Equipment
Artifact
1
1
PIP
1
Masterwork of Ingenuity
You may have Masterwork of Ingenuity enter the battlefield as a copy of any Equipment on the battlefield.
Artifact — Equipment
Artifact
1
1
PIP
1
Mechanized Production
Enchant artifact you control
At the beginning of your upkeep, create a token that's a copy of enchanted artifact. Then if you control eight or more artifacts with the same name as one another, you win the game.
U
Enchantment — Aura
Enchantment
4
2UU
PIP
1
Mechanized Production
Enchant artifact you control
At the beginning of your upkeep, create a token that's a copy of enchanted artifact. Then if you control eight or more artifacts with the same name as one another, you win the game.
U
Enchantment — Aura
Enchantment
4
2UU
PIP
1
Mechanized Production
Enchant artifact you control
At the beginning of your upkeep, create a token that's a copy of enchanted artifact. Then if you control eight or more artifacts with the same name as one another, you win the game.
U
Enchantment — Aura
Enchantment
4
2UU
PIP
1
Mechanized Production
Enchant artifact you control
At the beginning of your upkeep, create a token that's a copy of enchanted artifact. Then if you control eight or more artifacts with the same name as one another, you win the game.
U
Enchantment — Aura
Enchantment
4
2UU
PIP
1
Megaton's Fate
Choose one —
• Disarm — Destroy target artifact. Create four Treasure tokens.
• Detonate — Megaton's Fate deals 8 damage to each creature. Each player gets four rad counters.
R
Sorcery
Sorcery
6
5R
PIP
3
Megaton's Fate
Choose one —
• Disarm — Destroy target artifact. Create four Treasure tokens.
• Detonate — Megaton's Fate deals 8 damage to each creature. Each player gets four rad counters.
R
Sorcery
Sorcery
6
5R
PIP
3
Megaton's Fate
Choose one —
• Disarm — Destroy target artifact. Create four Treasure tokens.
• Detonate — Megaton's Fate deals 8 damage to each creature. Each player gets four rad counters.
R
Sorcery
Sorcery
6
5R
PIP
3
Megaton's Fate
Choose one —
• Disarm — Destroy target artifact. Create four Treasure tokens.
• Detonate — Megaton's Fate deals 8 damage to each creature. Each player gets four rad counters.
R
Sorcery
Sorcery
6
5R
PIP
3
Memorial to Glory
Memorial to Glory enters the battlefield tapped.
{T}: Add {W}.
{3}{W}, {T}, Sacrifice Memorial to Glory: Create two 1/1 white Soldier creature tokens.
Land
Land
0
PIP
1
0
Memorial to Glory
Memorial to Glory enters the battlefield tapped.
{T}: Add {W}.
{3}{W}, {T}, Sacrifice Memorial to Glory: Create two 1/1 white Soldier creature tokens.
Land
Land
0
PIP
1
0
Mind Stone
{T}: Add {C}.
{1}, {T}, Sacrifice Mind Stone: Draw a card.
Artifact
Artifact
2
2
PIP
1
Mind Stone
{T}: Add {C}.
{1}, {T}, Sacrifice Mind Stone: Draw a card.
Artifact
Artifact
2
2
PIP
1
Mirelurk Queen
Vigilance
When Mirelurk Queen enters the battlefield, target player gets two rad counters.
Whenever one or more nonland cards are milled, draw a card, then put a +1/+1 counter on Mirelurk Queen. This ability triggers only once each turn.
U
Creature — Crab Mutant
Creature
5
4U
4/4
PIP
2
Mirelurk Queen
Vigilance
When Mirelurk Queen enters the battlefield, target player gets two rad counters.
Whenever one or more nonland cards are milled, draw a card, then put a +1/+1 counter on Mirelurk Queen. This ability triggers only once each turn.
U
Creature — Crab Mutant
Creature
5
4U
4/4
PIP
2
Mirelurk Queen
Vigilance
When Mirelurk Queen enters the battlefield, target player gets two rad counters.
Whenever one or more nonland cards are milled, draw a card, then put a +1/+1 counter on Mirelurk Queen. This ability triggers only once each turn.
U
Creature — Crab Mutant
Creature
5
4U
4/4
PIP
2
Mirelurk Queen
Vigilance
When Mirelurk Queen enters the battlefield, target player gets two rad counters.
Whenever one or more nonland cards are milled, draw a card, then put a +1/+1 counter on Mirelurk Queen. This ability triggers only once each turn.
U
Creature — Crab Mutant
Creature
5
4U
4/4
PIP
2
Mister Gutsy
Whenever you cast an Aura or Equipment spell, put a +1/+1 counter on Mister Gutsy.
When Mister Gutsy dies, create X Junk tokens, where X is the number of +1/+1 counters on it. (They're artifacts with "{T}, Sacrifice this artifact: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
Artifact Creature — Robot Soldier
Creature
2
2
1/1
PIP
2
Mister Gutsy
Whenever you cast an Aura or Equipment spell, put a +1/+1 counter on Mister Gutsy.
When Mister Gutsy dies, create X Junk tokens, where X is the number of +1/+1 counters on it. (They're artifacts with "{T}, Sacrifice this artifact: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
Artifact Creature — Robot Soldier
Creature
2
2
1/1
PIP
2
Mister Gutsy
Whenever you cast an Aura or Equipment spell, put a +1/+1 counter on Mister Gutsy.
When Mister Gutsy dies, create X Junk tokens, where X is the number of +1/+1 counters on it. (They're artifacts with "{T}, Sacrifice this artifact: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
Artifact Creature — Robot Soldier
Creature
2
2
1/1
PIP
2
Mister Gutsy
Whenever you cast an Aura or Equipment spell, put a +1/+1 counter on Mister Gutsy.
When Mister Gutsy dies, create X Junk tokens, where X is the number of +1/+1 counters on it. (They're artifacts with "{T}, Sacrifice this artifact: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
Artifact Creature — Robot Soldier
Creature
2
2
1/1
PIP
2
Moira Brown, Guide Author
When Moira Brown, Guide Author enters the battlefield, create a colorless Equipment artifact token named Wasteland Survival Guide with "Equipped creature gets +1/+1 for each quest counter among permanents you control" and equip {1}.
Whenever you attack, put a quest counter on target nonland permanent you control.
RW
Legendary Creature — Human Citizen
Creature
3
1RW
2/3
PIP
2
Moira Brown, Guide Author
When Moira Brown, Guide Author enters the battlefield, create a colorless Equipment artifact token named Wasteland Survival Guide with "Equipped creature gets +1/+1 for each quest counter among permanents you control" and equip {1}.
Whenever you attack, put a quest counter on target nonland permanent you control.
RW
Legendary Creature — Human Citizen
Creature
3
1RW
2/3
PIP
2
Moira Brown, Guide Author
When Moira Brown, Guide Author enters the battlefield, create a colorless Equipment artifact token named Wasteland Survival Guide with "Equipped creature gets +1/+1 for each quest counter among permanents you control" and equip {1}.
Whenever you attack, put a quest counter on target nonland permanent you control.
RW
Legendary Creature — Human Citizen
Creature
3
1RW
2/3
PIP
2
Moira Brown, Guide Author
When Moira Brown, Guide Author enters the battlefield, create a colorless Equipment artifact token named Wasteland Survival Guide with "Equipped creature gets +1/+1 for each quest counter among permanents you control" and equip {1}.
Whenever you attack, put a quest counter on target nonland permanent you control.
RW
Legendary Creature — Human Citizen
Creature
3
1RW
2/3
PIP
2
Morbid Opportunist
Whenever one or more other creatures die, draw a card. This ability triggers only once each turn.
B
Creature — Human Rogue
Creature
3
2B
1/3
PIP
2
Morbid Opportunist
Whenever one or more other creatures die, draw a card. This ability triggers only once each turn.
B
Creature — Human Rogue
Creature
3
2B
1/3
PIP
2
Mortuary Mire
Mortuary Mire enters the battlefield tapped.
When Mortuary Mire enters the battlefield, you may put target creature card from your graveyard on top of your library.
{T}: Add {B}.
Land
Land
0
PIP
1
0
Mortuary Mire
Mortuary Mire enters the battlefield tapped.
When Mortuary Mire enters the battlefield, you may put target creature card from your graveyard on top of your library.
{T}: Add {B}.
Land
Land
0
PIP
1
0
Mossfire Valley
{1}, {T}: Add {R}{G}.
Land
Land
0
PIP
0
Mossfire Valley
{1}, {T}: Add {R}{G}.
Land
Land
0
PIP
0
Mossfire Valley
{1}, {T}: Add {R}{G}.
Land
Land
0
PIP
0
Mossfire Valley
{1}, {T}: Add {R}{G}.
Land
Land
0
PIP
0
Mountain
({T}: Add {R}.)
Basic Land — Mountain
Land
0
PIP
0
Mountain
({T}: Add {R}.)
Basic Land — Mountain
Land
0
PIP
0
Mountain
({T}: Add {R}.)
Basic Land — Mountain
Land
0
PIP
0
Mountain
({T}: Add {R}.)
Basic Land — Mountain
Land
0
PIP
0
Mr. House, President and CEO
Whenever you roll a 4 or higher, create a 3/3 colorless Robot artifact creature token. If you rolled 6 or higher, instead create that token and a Treasure token.
{4}, {T}: Roll a six-sided die plus an additional six-sided die for each mana from Treasures spent to activate this ability.
BRW
Legendary Artifact Creature — Human
Creature
3
RWB
0/4
PIP
2
Mr. House, President and CEO
Whenever you roll a 4 or higher, create a 3/3 colorless Robot artifact creature token. If you rolled 6 or higher, instead create that token and a Treasure token.
{4}, {T}: Roll a six-sided die plus an additional six-sided die for each mana from Treasures spent to activate this ability.
BRW
Legendary Artifact Creature — Human
Creature
3
RWB
0/4
PIP
2
Mr. House, President and CEO
Whenever you roll a 4 or higher, create a 3/3 colorless Robot artifact creature token. If you rolled 6 or higher, instead create that token and a Treasure token.
{4}, {T}: Roll a six-sided die plus an additional six-sided die for each mana from Treasures spent to activate this ability.
BRW
Legendary Artifact Creature — Human
Creature
3
RWB
0/4
PIP
2
Mr. House, President and CEO
Whenever you roll a 4 or higher, create a 3/3 colorless Robot artifact creature token. If you rolled 6 or higher, instead create that token and a Treasure token.
{4}, {T}: Roll a six-sided die plus an additional six-sided die for each mana from Treasures spent to activate this ability.
BRW
Legendary Artifact Creature — Human
Creature
3
RWB
0/4
PIP
2
Mutational Advantage
Permanents you control with counters on them gain hexproof and indestructible until end of turn. Prevent all damage that would be dealt to those permanents this turn. Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
GU
Instant
Instant
3
1GU
PIP
3
Mutational Advantage
Permanents you control with counters on them gain hexproof and indestructible until end of turn. Prevent all damage that would be dealt to those permanents this turn. Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
GU
Instant
Instant
3
1GU
PIP
3
Mutational Advantage
Permanents you control with counters on them gain hexproof and indestructible until end of turn. Prevent all damage that would be dealt to those permanents this turn. Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
GU
Instant
Instant
3
1GU
PIP
3
Mutational Advantage
Permanents you control with counters on them gain hexproof and indestructible until end of turn. Prevent all damage that would be dealt to those permanents this turn. Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
GU
Instant
Instant
3
1GU
PIP
3
Myriad Landscape
Myriad Landscape enters the battlefield 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
PIP
1
0
Myriad Landscape
Myriad Landscape enters the battlefield 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
PIP
1
0
Mysterious Stranger
Flash
When Mysterious Stranger enters the battlefield, for each graveyard with an instant or sorcery card in it, exile target instant or sorcery card from that graveyard. If two or more cards are exiled this way, choose one of them at random and copy it. You may cast the copy without paying its mana cost.
R
Creature -- Human Rogue
Creature
4
2RR
3/2
PIP
2
Mysterious Stranger
Flash
When Mysterious Stranger enters the battlefield, for each graveyard with an instant or sorcery card in it, exile target instant or sorcery card from that graveyard. If two or more cards are exiled this way, choose one of them at random and copy it. You may cast the copy without paying its mana cost.
R
Creature -- Human Rogue
Creature
4
2RR
3/2
PIP
2
Mysterious Stranger
Flash
When Mysterious Stranger enters the battlefield, for each graveyard with an instant or sorcery card in it, exile target instant or sorcery card from that graveyard. If two or more cards are exiled this way, choose one of them at random and copy it. You may cast the copy without paying its mana cost.
R
Creature -- Human Rogue
Creature
4
2RR
3/2
PIP
2
Mysterious Stranger
Flash
When Mysterious Stranger enters the battlefield, for each graveyard with an instant or sorcery card in it, exile target instant or sorcery card from that graveyard. If two or more cards are exiled this way, choose one of them at random and copy it. You may cast the copy without paying its mana cost.
R
Creature -- Human Rogue
Creature
4
2RR
3/2
PIP
2
Mystic Forge
You may look at the top card of your library any time.
You may cast artifact spells and colorless spells from the top of your library.
{T}, Pay 1 life: Exile the top card of your library.
Artifact
Artifact
4
4
PIP
1
Mystic Forge
You may look at the top card of your library any time.
You may cast artifact spells and colorless spells from the top of your library.
{T}, Pay 1 life: Exile the top card of your library.
Artifact
Artifact
4
4
PIP
1
Mystic Forge
You may look at the top card of your library any time.
You may cast artifact spells and colorless spells from the top of your library.
{T}, Pay 1 life: Exile the top card of your library.
Artifact
Artifact
4
4
PIP
1
Mystic Forge
You may look at the top card of your library any time.
You may cast artifact spells and colorless spells from the top of your library.
{T}, Pay 1 life: Exile the top card of your library.
Artifact
Artifact
4
4
PIP
1
Mystic Monastery
Mystic Monastery enters the battlefield tapped.
{T}: Add {U}, {R}, or {W}.
Land
Land
0
PIP
1
0
Mystic Monastery
Mystic Monastery enters the battlefield tapped.
{T}: Add {U}, {R}, or {W}.
Land
Land
0
PIP
1
0
Nerd Rage
Enchant creature
When Nerd Rage enters the battlefield, draw two cards.
Enchanted creature has "You have no maximum hand size" and "Whenever this creature attacks, if you have ten or more cards in hand, it gets +10/+10 until end of turn."
U
Enchantment — Aura
Enchantment
3
2U
PIP
1
Nerd Rage
Enchant creature
When Nerd Rage enters the battlefield, draw two cards.
Enchanted creature has "You have no maximum hand size" and "Whenever this creature attacks, if you have ten or more cards in hand, it gets +10/+10 until end of turn."
U
Enchantment — Aura
Enchantment
3
2U
PIP
1
Nesting Grounds
{T}: Add {C}.
{1}, {T}: Move a counter from target permanent you control onto another target permanent. Activate only as a sorcery.
Land
Land
0
PIP
0
Nesting Grounds
{T}: Add {C}.
{1}, {T}: Move a counter from target permanent you control onto another target permanent. Activate only as a sorcery.
Land
Land
0
PIP
0
Nesting Grounds
{T}: Add {C}.
{1}, {T}: Move a counter from target permanent you control onto another target permanent. Activate only as a sorcery.
Land
Land
0
PIP
0
Nesting Grounds
{T}: Add {C}.
{1}, {T}: Move a counter from target permanent you control onto another target permanent. Activate only as a sorcery.
Land
Land
0
PIP
0
Nick Valentine, Private Eye
Nick Valentine, Private Eye can't be blocked except by artifact creatures.
Whenever Nick Valentine or another artifact creature you control dies, you may investigate. (To investigate, create a Clue token. It's an artifact with "{2}, Sacrifice this artifact: Draw a card.")
U
Legendary Artifact Creature — Synth Detective
Creature
3
2U
2/2
PIP
2
Nick Valentine, Private Eye
Nick Valentine, Private Eye can't be blocked except by artifact creatures.
Whenever Nick Valentine or another artifact creature you control dies, you may investigate. (To investigate, create a Clue token. It's an artifact with "{2}, Sacrifice this artifact: Draw a card.")
U
Legendary Artifact Creature — Synth Detective
Creature
3
2U
2/2
PIP
2
Nick Valentine, Private Eye
Nick Valentine, Private Eye can't be blocked except by artifact creatures.
Whenever Nick Valentine or another artifact creature you control dies, you may investigate. (To investigate, create a Clue token. It's an artifact with "{2}, Sacrifice this artifact: Draw a card.")
U
Legendary Artifact Creature — Synth Detective
Creature
3
2U
2/2
PIP
2
Nick Valentine, Private Eye
Nick Valentine, Private Eye can't be blocked except by artifact creatures.
Whenever Nick Valentine or another artifact creature you control dies, you may investigate. (To investigate, create a Clue token. It's an artifact with "{2}, Sacrifice this artifact: Draw a card.")
U
Legendary Artifact Creature — Synth Detective
Creature
3
2U
2/2
PIP
2
Nightkin Ambusher
Ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.)
When Nightkin Ambusher enters the battlefield, target player gets four rad counters.
Nightkin Ambusher can't be blocked as long as defending player has a rad counter.
BU
Creature — Mutant Warrior
Creature
4
2UB
4/4
PIP
2
Nightkin Ambusher
Ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.)
When Nightkin Ambusher enters the battlefield, target player gets four rad counters.
Nightkin Ambusher can't be blocked as long as defending player has a rad counter.
BU
Creature — Mutant Warrior
Creature
4
2UB
4/4
PIP
2
Nomad Outpost
Nomad Outpost enters the battlefield tapped.
{T}: Add {R}, {W}, or {B}.
Land
Land
0
PIP
1
0
Nomad Outpost
Nomad Outpost enters the battlefield tapped.
{T}: Add {R}, {W}, or {B}.
Land
Land
0
PIP
1
0
Nuclear Fallout
Each creature gets twice -X/-X until end of turn. Each player gets X rad counters.
B
Sorcery
Sorcery
2
XBB
PIP
3
Nuclear Fallout
Each creature gets twice -X/-X until end of turn. Each player gets X rad counters.
B
Sorcery
Sorcery
2
XBB
PIP
3
Nuclear Fallout
Each creature gets twice -X/-X until end of turn. Each player gets X rad counters.
B
Sorcery
Sorcery
2
XBB
PIP
3
Nuclear Fallout
Each creature gets twice -X/-X until end of turn. Each player gets X rad counters.
B
Sorcery
Sorcery
2
XBB
PIP
3
Nuka-Cola Vending Machine
{1}, {T}: Create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this artifact: You gain 3 life.")
Whenever you sacrifice a Food, create a tapped Treasure token. (It's an artifact with "{T}, Sacrifice this artifact: Add one mana of any color.")
Artifact
Artifact
3
3
PIP
1
Nuka-Cola Vending Machine
{1}, {T}: Create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this artifact: You gain 3 life.")
Whenever you sacrifice a Food, create a tapped Treasure token. (It's an artifact with "{T}, Sacrifice this artifact: Add one mana of any color.")
Artifact
Artifact
3
3
PIP
1
Nuka-Cola Vending Machine
{1}, {T}: Create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this artifact: You gain 3 life.")
Whenever you sacrifice a Food, create a tapped Treasure token. (It's an artifact with "{T}, Sacrifice this artifact: Add one mana of any color.")
Artifact
Artifact
3
3
PIP
1
Nuka-Cola Vending Machine
{1}, {T}: Create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this artifact: You gain 3 life.")
Whenever you sacrifice a Food, create a tapped Treasure token. (It's an artifact with "{T}, Sacrifice this artifact: Add one mana of any color.")
Artifact
Artifact
3
3
PIP
1
Nuka-Nuke Launcher
Equipped creature gets +3/+0 and has intimidate. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.)
Whenever equipped creature attacks, until the end of defending player's next turn, that player gets two rad counters whenever they cast a spell.
Equip {3}
Artifact — Equipment
Artifact
2
2
PIP
1
Nuka-Nuke Launcher
Equipped creature gets +3/+0 and has intimidate. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.)
Whenever equipped creature attacks, until the end of defending player's next turn, that player gets two rad counters whenever they cast a spell.
Equip {3}
Artifact — Equipment
Artifact
2
2
PIP
1
Nuka-Nuke Launcher
Equipped creature gets +3/+0 and has intimidate. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.)
Whenever equipped creature attacks, until the end of defending player's next turn, that player gets two rad counters whenever they cast a spell.
Equip {3}
Artifact — Equipment
Artifact
2
2
PIP
1
Nuka-Nuke Launcher
Equipped creature gets +3/+0 and has intimidate. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.)
Whenever equipped creature attacks, until the end of defending player's next turn, that player gets two rad counters whenever they cast a spell.
Equip {3}
Artifact — Equipment
Artifact
2
2
PIP
1
One with the Machine
Draw cards equal to the highest mana value among artifacts you control.
U
Sorcery
Sorcery
4
3U
PIP
3
One with the Machine
Draw cards equal to the highest mana value among artifacts you control.
U
Sorcery
Sorcery
4
3U
PIP
3
One with the Machine
Draw cards equal to the highest mana value among artifacts you control.
U
Sorcery
Sorcery
4
3U
PIP
3
One with the Machine
Draw cards equal to the highest mana value among artifacts you control.
U
Sorcery
Sorcery
4
3U
PIP
3
Open the Vaults
Return all artifact and enchantment cards from all graveyards to the battlefield under their owners' control. (Auras with nothing to enchant remain in graveyards.)
W
Sorcery
Sorcery
6
4WW
PIP
3
Open the Vaults
Return all artifact and enchantment cards from all graveyards to the battlefield under their owners' control. (Auras with nothing to enchant remain in graveyards.)
W
Sorcery
Sorcery
6
4WW
PIP
3
Open the Vaults
Return all artifact and enchantment cards from all graveyards to the battlefield under their owners' control. (Auras with nothing to enchant remain in graveyards.)
W
Sorcery
Sorcery
6
4WW
PIP
3
Open the Vaults
Return all artifact and enchantment cards from all graveyards to the battlefield under their owners' control. (Auras with nothing to enchant remain in graveyards.)
W
Sorcery
Sorcery
6
4WW
PIP
3
Opulent Palace
Opulent Palace enters the battlefield tapped.
{T}: Add {B}, {G}, or {U}.
Land
Land
0
PIP
1
0
Opulent Palace
Opulent Palace enters the battlefield tapped.
{T}: Add {B}, {G}, or {U}.
Land
Land
0
PIP
1
0
Overencumbered
Enchant opponent
When Overencumbered enters the battlefield, enchanted opponent creates a Clue token, a Food token, and a Junk token.
At the beginning of combat on enchanted opponent's turn, that player may pay {1} for each artifact they control. If they don't, creatures can't attack this combat.
W
Enchantment — Aura
Enchantment
2
1W
PIP
1
Overencumbered
Enchant opponent
When Overencumbered enters the battlefield, enchanted opponent creates a Clue token, a Food token, and a Junk token.
At the beginning of combat on enchanted opponent's turn, that player may pay {1} for each artifact they control. If they don't, creatures can't attack this combat.
W
Enchantment — Aura
Enchantment
2
1W
PIP
1
Overencumbered
Enchant opponent
When Overencumbered enters the battlefield, enchanted opponent creates a Clue token, a Food token, and a Junk token.
At the beginning of combat on enchanted opponent's turn, that player may pay {1} for each artifact they control. If they don't, creatures can't attack this combat.
W
Enchantment — Aura
Enchantment
2
1W
PIP
1
Overencumbered
Enchant opponent
When Overencumbered enters the battlefield, enchanted opponent creates a Clue token, a Food token, and a Junk token.
At the beginning of combat on enchanted opponent's turn, that player may pay {1} for each artifact they control. If they don't, creatures can't attack this combat.
W
Enchantment — Aura
Enchantment
2
1W
PIP
1
Overflowing Basin
{1}, {T}: Add {G}{U}.
Land
Land
0
PIP
0
Overflowing Basin
{1}, {T}: Add {G}{U}.
Land
Land
0
PIP
0
Overflowing Basin
{1}, {T}: Add {G}{U}.
Land
Land
0
PIP
0
Overflowing Basin
{1}, {T}: Add {G}{U}.
Land
Land
0
PIP
0
Overseer of Vault 76
First Contact — Whenever Overseer of Vault 76 or another creature with power 3 or less enters the battlefield under your control, put a quest counter on Overseer of Vault 76.
At the beginning of combat on your turn, you may remove three quest counters from among permanents you control. When you do, put a +1/+1 counter on each creature you control and they gain vigilance until end of turn.
W
Legendary Creature — Human Advisor
Creature
3
2W
3/3
PIP
2
Overseer of Vault 76
First Contact — Whenever Overseer of Vault 76 or another creature with power 3 or less enters the battlefield under your control, put a quest counter on Overseer of Vault 76.
At the beginning of combat on your turn, you may remove three quest counters from among permanents you control. When you do, put a +1/+1 counter on each creature you control and they gain vigilance until end of turn.
W
Legendary Creature — Human Advisor
Creature
3
2W
3/3
PIP
2
Overseer of Vault 76
First Contact — Whenever Overseer of Vault 76 or another creature with power 3 or less enters the battlefield under your control, put a quest counter on Overseer of Vault 76.
At the beginning of combat on your turn, you may remove three quest counters from among permanents you control. When you do, put a +1/+1 counter on each creature you control and they gain vigilance until end of turn.
W
Legendary Creature — Human Advisor
Creature
3
2W
3/3
PIP
2
Overseer of Vault 76
First Contact — Whenever Overseer of Vault 76 or another creature with power 3 or less enters the battlefield under your control, put a quest counter on Overseer of Vault 76.
At the beginning of combat on your turn, you may remove three quest counters from among permanents you control. When you do, put a +1/+1 counter on each creature you control and they gain vigilance until end of turn.
W
Legendary Creature — Human Advisor
Creature
3
2W
3/3
PIP
2
Paladin Danse, Steel Maverick
Vigilance, lifelink
Exile Paladin Danse, Steel Maverick: Each creature you control that's an artifact or Human gains indestructible until end of turn.
W
Legendary Artifact Creature — Synth Knight
Creature
3
2W
3/3
PIP
2
Paladin Danse, Steel Maverick
Vigilance, lifelink
Exile Paladin Danse, Steel Maverick: Each creature you control that's an artifact or Human gains indestructible until end of turn.
W
Legendary Artifact Creature — Synth Knight
Creature
3
2W
3/3
PIP
2
Paladin Elizabeth Taggerdy
Battalion — Whenever Paladin Elizabeth Taggerdy and at least two other creatures attack, draw a card, then you may put a creature card with mana value X or less from your hand onto the battlefield tapped and attacking, where X is Paladin Elizabeth Taggerdy's power.
RW
Legendary Creature — Human Knight
Creature
3
1RW
3/2
PIP
2
Paladin Elizabeth Taggerdy
Battalion — Whenever Paladin Elizabeth Taggerdy and at least two other creatures attack, draw a card, then you may put a creature card with mana value X or less from your hand onto the battlefield tapped and attacking, where X is Paladin Elizabeth Taggerdy's power.
RW
Legendary Creature — Human Knight
Creature
3
1RW
3/2
PIP
2
Paladin Elizabeth Taggerdy
Battalion — Whenever Paladin Elizabeth Taggerdy and at least two other creatures attack, draw a card, then you may put a creature card with mana value X or less from your hand onto the battlefield tapped and attacking, where X is Paladin Elizabeth Taggerdy's power.
RW
Legendary Creature — Human Knight
Creature
3
1RW
3/2
PIP
2
Paladin Elizabeth Taggerdy
Battalion — Whenever Paladin Elizabeth Taggerdy and at least two other creatures attack, draw a card, then you may put a creature card with mana value X or less from your hand onto the battlefield tapped and attacking, where X is Paladin Elizabeth Taggerdy's power.
RW
Legendary Creature — Human Knight
Creature
3
1RW
3/2
PIP
2
Panharmonicon
If an artifact or creature entering the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Artifact
Artifact
4
4
PIP
1
Panharmonicon
If an artifact or creature entering the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Artifact
Artifact
4
4
PIP
1
Panharmonicon
If an artifact or creature entering the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Artifact
Artifact
4
4
PIP
1
Panharmonicon
If an artifact or creature entering the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Artifact
Artifact
4
4
PIP
1
Path of Ancestry
Path of Ancestry enters the battlefield tapped.
{T}: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
Land
Land
0
PIP
1
0
Path of Ancestry
Path of Ancestry enters the battlefield tapped.
{T}: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
Land
Land
0
PIP
1
0
Path to Exile
Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.
W
Instant
Instant
1
W
PIP
3
Path to Exile
Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.
W
Instant
Instant
1
W
PIP
3
Perception Bobblehead
{T}: Add one mana of any color.
{3}, {T}: Look at the top X cards of your library, where X is the number of Bobbleheads you control. You may cast a spell with mana value 3 or less from among them without paying its mana cost. Put the rest on the bottom of your library in a random order.
Artifact — Bobblehead
Artifact
3
3
PIP
1
Perception Bobblehead
{T}: Add one mana of any color.
{3}, {T}: Look at the top X cards of your library, where X is the number of Bobbleheads you control. You may cast a spell with mana value 3 or less from among them without paying its mana cost. Put the rest on the bottom of your library in a random order.
Artifact — Bobblehead
Artifact
3
3
PIP
1
Perception Bobblehead
{T}: Add one mana of any color.
{3}, {T}: Look at the top X cards of your library, where X is the number of Bobbleheads you control. You may cast a spell with mana value 3 or less from among them without paying its mana cost. Put the rest on the bottom of your library in a random order.
Artifact — Bobblehead
Artifact
3
3
PIP
1
Pip-Boy 3000
Whenever equipped creature attacks, choose one —
• Sort Inventory — Draw a card, then discard a card.
• Pick a Perk — Put a +1/+1 counter on that creature.
• Check Map — Untap up to two target lands.
Equip {2}
Artifact — Equipment
Artifact
1
1
PIP
1
Pip-Boy 3000
Whenever equipped creature attacks, choose one —
• Sort Inventory — Draw a card, then discard a card.
• Pick a Perk — Put a +1/+1 counter on that creature.
• Check Map — Untap up to two target lands.
Equip {2}
Artifact — Equipment
Artifact
1
1
PIP
1
Pip-Boy 3000
Whenever equipped creature attacks, choose one —
• Sort Inventory — Draw a card, then discard a card.
• Pick a Perk — Put a +1/+1 counter on that creature.
• Check Map — Untap up to two target lands.
Equip {2}
Artifact — Equipment
Artifact
1
1
PIP
1
Pip-Boy 3000
Whenever equipped creature attacks, choose one —
• Sort Inventory — Draw a card, then discard a card.
• Pick a Perk — Put a +1/+1 counter on that creature.
• Check Map — Untap up to two target lands.
Equip {2}
Artifact — Equipment
Artifact
1
1
PIP
1
Piper Wright, Publick Reporter
Whenever Piper Wright deals combat damage to a player, investigate that many times. (To investigate, create a Clue token. It's an artifact with "{2}, Sacrifice this artifact: Draw a card.")
Whenever you sacrifice a Clue, put a +1/+1 counter on target creature you control.
U
Legendary Creature — Human Detective
Creature
2
1U
1/2
PIP
2
Piper Wright, Publick Reporter
Whenever Piper Wright deals combat damage to a player, investigate that many times. (To investigate, create a Clue token. It's an artifact with "{2}, Sacrifice this artifact: Draw a card.")
Whenever you sacrifice a Clue, put a +1/+1 counter on target creature you control.
U
Legendary Creature — Human Detective
Creature
2
1U
1/2
PIP
2
Piper Wright, Publick Reporter
Whenever Piper Wright deals combat damage to a player, investigate that many times. (To investigate, create a Clue token. It's an artifact with "{2}, Sacrifice this artifact: Draw a card.")
Whenever you sacrifice a Clue, put a +1/+1 counter on target creature you control.
U
Legendary Creature — Human Detective
Creature
2
1U
1/2
PIP
2
Piper Wright, Publick Reporter
Whenever Piper Wright deals combat damage to a player, investigate that many times. (To investigate, create a Clue token. It's an artifact with "{2}, Sacrifice this artifact: Draw a card.")
Whenever you sacrifice a Clue, put a +1/+1 counter on target creature you control.
U
Legendary Creature — Human Detective
Creature
2
1U
1/2
PIP
2
Pitiless Plunderer
Whenever another creature you control dies, create a Treasure token. (It's an artifact with "{T}, Sacrifice this artifact: Add one mana of any color.")
B
Creature — Human Pirate
Creature
4
3B
1/4
PIP
2
Pitiless Plunderer
Whenever another creature you control dies, create a Treasure token. (It's an artifact with "{T}, Sacrifice this artifact: Add one mana of any color.")
B
Creature — Human Pirate
Creature
4
3B
1/4
PIP
2
Plains
({T}: Add {W}.)
Basic Land — Plains
Land
0
PIP
0
Plains
({T}: Add {W}.)
Basic Land — Plains
Land
0
PIP
0
Plains
({T}: Add {W}.)
Basic Land — Plains
Land
0
PIP
0
Plains
({T}: Add {W}.)
Basic Land — Plains
Land
0
PIP
0
Plasma Caster
Equipped creature gets +1/+1.
Whenever equipped creature attacks, you get {E}{E} (two energy counters).
Pay {E}{E}: Choose target creature that's blocking equipped creature. Flip a coin. If you win the flip, exile the chosen creature. Otherwise, Plasma Caster deals 1 damage to it.
Equip {2}
R
Artifact — Equipment
Artifact
2
1R
PIP
1
Plasma Caster
Equipped creature gets +1/+1.
Whenever equipped creature attacks, you get {E}{E} (two energy counters).
Pay {E}{E}: Choose target creature that's blocking equipped creature. Flip a coin. If you win the flip, exile the chosen creature. Otherwise, Plasma Caster deals 1 damage to it.
Equip {2}
R
Artifact — Equipment
Artifact
2
1R
PIP
1
Plasma Caster
Equipped creature gets +1/+1.
Whenever equipped creature attacks, you get {E}{E} (two energy counters).
Pay {E}{E}: Choose target creature that's blocking equipped creature. Flip a coin. If you win the flip, exile the chosen creature. Otherwise, Plasma Caster deals 1 damage to it.
Equip {2}
R
Artifact — Equipment
Artifact
2
1R
PIP
1
Plasma Caster
Equipped creature gets +1/+1.
Whenever equipped creature attacks, you get {E}{E} (two energy counters).
Pay {E}{E}: Choose target creature that's blocking equipped creature. Flip a coin. If you win the flip, exile the chosen creature. Otherwise, Plasma Caster deals 1 damage to it.
Equip {2}
R
Artifact — Equipment
Artifact
2
1R
PIP
1
Powder Ganger
Squad {2} (As an additional cost to cast this spell, you may pay {2} any number of times. When this creature enters the battlefield, create that many tokens that are copies of it.)
When Powder Ganger enters the battlefield, destroy up to one target artifact.
R
Creature — Human Rogue
Creature
3
2R
2/2
PIP
2
Powder Ganger
Squad {2} (As an additional cost to cast this spell, you may pay {2} any number of times. When this creature enters the battlefield, create that many tokens that are copies of it.)
When Powder Ganger enters the battlefield, destroy up to one target artifact.
R
Creature — Human Rogue
Creature
3
2R
2/2
PIP
2
Powder Ganger
Squad {2} (As an additional cost to cast this spell, you may pay {2} any number of times. When this creature enters the battlefield, create that many tokens that are copies of it.)
When Powder Ganger enters the battlefield, destroy up to one target artifact.
R
Creature — Human Rogue
Creature
3
2R
2/2
PIP
2
Powder Ganger
Squad {2} (As an additional cost to cast this spell, you may pay {2} any number of times. When this creature enters the battlefield, create that many tokens that are copies of it.)
When Powder Ganger enters the battlefield, destroy up to one target artifact.
R
Creature — Human Rogue
Creature
3
2R
2/2
PIP
2
Power Fist
Equipped creature has trample and "Whenever this creature deals combat damage to a player, put that many +1/+1 counters on it."
Equip {2}
G
Artifact — Equipment
Artifact
2
1G
PIP
1
Power Fist
Equipped creature has trample and "Whenever this creature deals combat damage to a player, put that many +1/+1 counters on it."
Equip {2}
G
Artifact — Equipment
Artifact
2
1G
PIP
1
Power Fist
Equipped creature has trample and "Whenever this creature deals combat damage to a player, put that many +1/+1 counters on it."
Equip {2}
G
Artifact — Equipment
Artifact
2
1G
PIP
1
Power Fist
Equipped creature has trample and "Whenever this creature deals combat damage to a player, put that many +1/+1 counters on it."
Equip {2}
G
Artifact — Equipment
Artifact
2
1G
PIP
1
Prairie Stream
({T}: Add {W} or {U}.)
Prairie Stream enters the battlefield tapped unless you control two or more basic lands.
Land — Plains Island
Land
0
PIP
1
0
Prairie Stream
({T}: Add {W} or {U}.)
Prairie Stream enters the battlefield tapped unless you control two or more basic lands.
Land — Plains Island
Land
0
PIP
1
0
Prairie Stream
({T}: Add {W} or {U}.)
Prairie Stream enters the battlefield tapped unless you control two or more basic lands.
Land — Plains Island
Land
0
PIP
1
0
Prairie Stream
({T}: Add {W} or {U}.)
Prairie Stream enters the battlefield tapped unless you control two or more basic lands.
Land — Plains Island
Land
0
PIP
1
0
Pre-War Formalwear
When Pre-War Formalwear enters the battlefield, return target creature card with mana value 3 or less from your graveyard to the battlefield and attach Pre-War Formalwear to it.
Equipped creature gets +2/+2 and has vigilance.
Equip {3}
W
Artifact — Equipment
Artifact
3
2W
PIP
1
Pre-War Formalwear
When Pre-War Formalwear enters the battlefield, return target creature card with mana value 3 or less from your graveyard to the battlefield and attach Pre-War Formalwear to it.
Equipped creature gets +2/+2 and has vigilance.
Equip {3}
W
Artifact — Equipment
Artifact
3
2W
PIP
1
Pre-War Formalwear
When Pre-War Formalwear enters the battlefield, return target creature card with mana value 3 or less from your graveyard to the battlefield and attach Pre-War Formalwear to it.
Equipped creature gets +2/+2 and has vigilance.
Equip {3}
W
Artifact — Equipment
Artifact
3
2W
PIP
1
Pre-War Formalwear
When Pre-War Formalwear enters the battlefield, return target creature card with mana value 3 or less from your graveyard to the battlefield and attach Pre-War Formalwear to it.
Equipped creature gets +2/+2 and has vigilance.
Equip {3}
W
Artifact — Equipment
Artifact
3
2W
PIP
1
Preston Garvey, Minuteman
At the beginning of combat on your turn, create a green Aura enchantment token named Settlement attached to up to one target land you control. It has enchant land and "Enchanted land has '{T}: Add one mana of any color.'"
Whenever Preston Garvey, Minuteman attacks, untap each enchanted permanent you control.
GRW
Legendary Creature — Human Soldier
Creature
5
2RGW
4/4
PIP
2
Preston Garvey, Minuteman
At the beginning of combat on your turn, create a green Aura enchantment token named Settlement attached to up to one target land you control. It has enchant land and "Enchanted land has '{T}: Add one mana of any color.'"
Whenever Preston Garvey, Minuteman attacks, untap each enchanted permanent you control.
GRW
Legendary Creature — Human Soldier
Creature
5
2RGW
4/4
PIP
2
Preston Garvey, Minuteman
At the beginning of combat on your turn, create a green Aura enchantment token named Settlement attached to up to one target land you control. It has enchant land and "Enchanted land has '{T}: Add one mana of any color.'"
Whenever Preston Garvey, Minuteman attacks, untap each enchanted permanent you control.
GRW
Legendary Creature — Human Soldier
Creature
5
2RGW
4/4
PIP
2
Preston Garvey, Minuteman
At the beginning of combat on your turn, create a green Aura enchantment token named Settlement attached to up to one target land you control. It has enchant land and "Enchanted land has '{T}: Add one mana of any color.'"
Whenever Preston Garvey, Minuteman attacks, untap each enchanted permanent you control.
GRW
Legendary Creature — Human Soldier
Creature
5
2RGW
4/4
PIP
2
Puresteel Paladin
Whenever an Equipment enters the battlefield under your control, you may draw a card.
Metalcraft — Equipment you control have equip {0} as long as you control three or more artifacts.
W
Creature — Human Knight
Creature
2
WW
2/2
PIP
2
Puresteel Paladin
Whenever an Equipment enters the battlefield under your control, you may draw a card.
Metalcraft — Equipment you control have equip {0} as long as you control three or more artifacts.
W
Creature — Human Knight
Creature
2
WW
2/2
PIP
2
Puresteel Paladin
Whenever an Equipment enters the battlefield under your control, you may draw a card.
Metalcraft — Equipment you control have equip {0} as long as you control three or more artifacts.
W
Creature — Human Knight
Creature
2
WW
2/2
PIP
2
Puresteel Paladin
Whenever an Equipment enters the battlefield under your control, you may draw a card.
Metalcraft — Equipment you control have equip {0} as long as you control three or more artifacts.
W
Creature — Human Knight
Creature
2
WW
2/2
PIP
2
Putrefy
Destroy target artifact or creature. It can't be regenerated.
BG
Instant
Instant
3
1BG
PIP
3
Putrefy
Destroy target artifact or creature. It can't be regenerated.
BG
Instant
Instant
3
1BG
PIP
3
Radstorm
Storm (When you cast this spell, copy it for each spell cast before it this turn.)
Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
U
Instant
Instant
4
3U
PIP
3
Radstorm
Storm (When you cast this spell, copy it for each spell cast before it this turn.)
Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
U
Instant
Instant
4
3U
PIP
3
Radstorm
Storm (When you cast this spell, copy it for each spell cast before it this turn.)
Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
U
Instant
Instant
4
3U
PIP
3
Radstorm
Storm (When you cast this spell, copy it for each spell cast before it this turn.)
Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
U
Instant
Instant
4
3U
PIP
3
Rampaging Yao Guai
Vigilance, trample
Rampaging Yao Guai enters the battlefield with X +1/+1 counters on it. When Rampaging Yao Guai enters the battlefield, destroy any number of target artifacts and/or enchantments with total mana value X or less.
G
Creature — Bear Mutant
Creature
3
XGGG
2/2
PIP
2
Rampaging Yao Guai
Vigilance, trample
Rampaging Yao Guai enters the battlefield with X +1/+1 counters on it. When Rampaging Yao Guai enters the battlefield, destroy any number of target artifacts and/or enchantments with total mana value X or less.
G
Creature — Bear Mutant
Creature
3
XGGG
2/2
PIP
2
Rampaging Yao Guai
Vigilance, trample
Rampaging Yao Guai enters the battlefield with X +1/+1 counters on it. When Rampaging Yao Guai enters the battlefield, destroy any number of target artifacts and/or enchantments with total mana value X or less.
G
Creature — Bear Mutant
Creature
3
XGGG
2/2
PIP
2
Rampaging Yao Guai
Vigilance, trample
Rampaging Yao Guai enters the battlefield with X +1/+1 counters on it. When Rampaging Yao Guai enters the battlefield, destroy any number of target artifacts and/or enchantments with total mana value X or less.
G
Creature — Bear Mutant
Creature
3
XGGG
2/2
PIP
2
Rampant Growth
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
G
Sorcery
Sorcery
2
1G
PIP
3
Rampant Growth
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
G
Sorcery
Sorcery
2
1G
PIP
3
Rancor
Enchant creature
Enchanted creature gets +2/+0 and has trample.
When Rancor is put into a graveyard from the battlefield, return Rancor to its owner's hand.
G
Enchantment — Aura
Enchantment
1
G
PIP
1
Rancor
Enchant creature
Enchanted creature gets +2/+0 and has trample.
When Rancor is put into a graveyard from the battlefield, return Rancor to its owner's hand.
G
Enchantment — Aura
Enchantment
1
G
PIP
1
Raul, Trouble Shooter
Once during each of your turns, you may cast a spell from among cards in your graveyard that were milled this turn.
{T}: Each player mills a card. (They each put the top card of their library in their graveyard.)
BU
Legendary Creature — Zombie Mutant Rogue
Creature
3
1UB
1/4
PIP
2
Raul, Trouble Shooter
Once during each of your turns, you may cast a spell from among cards in your graveyard that were milled this turn.
{T}: Each player mills a card. (They each put the top card of their library in their graveyard.)
BU
Legendary Creature — Zombie Mutant Rogue
Creature
3
1UB
1/4
PIP
2
Ravages of War
Destroy all lands.
W
Sorcery
Sorcery
4
3W
PIP
3
Ravages of War
Destroy all lands.
W
Sorcery
Sorcery
4
3W
PIP
3
Razortide Bridge
Razortide Bridge enters the battlefield tapped.
Indestructible
{T}: Add {W} or {U}.
Artifact Land
Land
0
PIP
1
0
Razortide Bridge
Razortide Bridge enters the battlefield tapped.
Indestructible
{T}: Add {W} or {U}.
Artifact Land
Land
0
PIP
1
0
Recon Craft Theta
Flying When Recon Craft Theta enters the battlefield, create a 0/0 blue Alien creature token. Put a +1/+1 counter on it.
Whenever Recon Craft Theta attacks, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Crew 2
Artifact — Vehicle
Artifact
4
4
4/4
PIP
1
Recon Craft Theta
Flying When Recon Craft Theta enters the battlefield, create a 0/0 blue Alien creature token. Put a +1/+1 counter on it.
Whenever Recon Craft Theta attacks, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Crew 2
Artifact — Vehicle
Artifact
4
4
4/4
PIP
1
Recon Craft Theta
Flying When Recon Craft Theta enters the battlefield, create a 0/0 blue Alien creature token. Put a +1/+1 counter on it.
Whenever Recon Craft Theta attacks, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Crew 2
Artifact — Vehicle
Artifact
4
4
4/4
PIP
1
Recon Craft Theta
Flying When Recon Craft Theta enters the battlefield, create a 0/0 blue Alien creature token. Put a +1/+1 counter on it.
Whenever Recon Craft Theta attacks, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Crew 2
Artifact — Vehicle
Artifact
4
4
4/4
PIP
1
Red Death, Shipwrecker
Alluring Eyes — {T}: Goad target creature an opponent controls. That player draws a card. You add {R}. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
RU
Legendary Creature — Crab Mutant
Creature
2
UR
1/3
PIP
2
Red Death, Shipwrecker
Alluring Eyes — {T}: Goad target creature an opponent controls. That player draws a card. You add {R}. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
RU
Legendary Creature — Crab Mutant
Creature
2
UR
1/3
PIP
2
Red Death, Shipwrecker
Alluring Eyes — {T}: Goad target creature an opponent controls. That player draws a card. You add {R}. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
RU
Legendary Creature — Crab Mutant
Creature
2
UR
1/3
PIP
2
Red Death, Shipwrecker
Alluring Eyes — {T}: Goad target creature an opponent controls. That player draws a card. You add {R}. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
RU
Legendary Creature — Crab Mutant
Creature
2
UR
1/3
PIP
2
Rex, Cyber-Hound
Whenever Rex, Cyber-Hound deals combat damage to a player, they mill two cards and you get {E}{E} (two energy counters).
Pay {E}{E}: Choose target creature card in a graveyard. Exile it with a brain counter on it. Activate only as a sorcery.
Rex has all activated abilities of all cards in exile with brain counters on them.
UW
Legendary Artifact Creature — Robot Dog
Creature
3
1WU
2/2
PIP
2
Rex, Cyber-Hound
Whenever Rex, Cyber-Hound deals combat damage to a player, they mill two cards and you get {E}{E} (two energy counters).
Pay {E}{E}: Choose target creature card in a graveyard. Exile it with a brain counter on it. Activate only as a sorcery.
Rex has all activated abilities of all cards in exile with brain counters on them.
UW
Legendary Artifact Creature — Robot Dog
Creature
3
1WU
2/2
PIP
2
Rex, Cyber-Hound
Whenever Rex, Cyber-Hound deals combat damage to a player, they mill two cards and you get {E}{E} (two energy counters).
Pay {E}{E}: Choose target creature card in a graveyard. Exile it with a brain counter on it. Activate only as a sorcery.
Rex has all activated abilities of all cards in exile with brain counters on them.
UW
Legendary Artifact Creature — Robot Dog
Creature
3
1WU
2/2
PIP
2
Rex, Cyber-Hound
Whenever Rex, Cyber-Hound deals combat damage to a player, they mill two cards and you get {E}{E} (two energy counters).
Pay {E}{E}: Choose target creature card in a graveyard. Exile it with a brain counter on it. Activate only as a sorcery.
Rex has all activated abilities of all cards in exile with brain counters on them.
UW
Legendary Artifact Creature — Robot Dog
Creature
3
1WU
2/2
PIP
2
Roadside Reliquary
{T}: Add {C}.
{2}, {T}, Sacrifice Roadside Reliquary: Draw a card if you control an artifact. Draw a card if you control an enchantment.
Land
Land
0
PIP
0
Roadside Reliquary
{T}: Add {C}.
{2}, {T}, Sacrifice Roadside Reliquary: Draw a card if you control an artifact. Draw a card if you control an enchantment.
Land
Land
0
PIP
0
Robobrain War Mind
Robobrain War Mind's power is equal to the number of cards in your hand.
When Robobrain War Mind enters the battlefield, you get an amount of {E} (energy counters) equal to the number of artifact creatures you control.
Whenever Robobrain War Mind attacks, you may pay {E}{E}{E}. If you do, draw a card.
U
Artifact Creature — Robot
Creature
4
3U
*/5
PIP
2
Robobrain War Mind
Robobrain War Mind's power is equal to the number of cards in your hand.
When Robobrain War Mind enters the battlefield, you get an amount of {E} (energy counters) equal to the number of artifact creatures you control.
Whenever Robobrain War Mind attacks, you may pay {E}{E}{E}. If you do, draw a card.
U
Artifact Creature — Robot
Creature
4
3U
*/5
PIP
2
Rogue's Passage
{T}: Add {C}.
{4}, {T}: Target creature can't be blocked this turn.
Land
Land
0
PIP
0
Rogue's Passage
{T}: Add {C}.
{4}, {T}: Target creature can't be blocked this turn.
Land
Land
0
PIP
0
Rootbound Crag
Rootbound Crag enters the battlefield tapped unless you control a Mountain or a Forest.
{T}: Add {R} or {G}.
Land
Land
0
PIP
1
0
Rootbound Crag
Rootbound Crag enters the battlefield tapped unless you control a Mountain or a Forest.
{T}: Add {R} or {G}.
Land
Land
0
PIP
1
0
Rootbound Crag
Rootbound Crag enters the battlefield tapped unless you control a Mountain or a Forest.
{T}: Add {R} or {G}.
Land
Land
0
PIP
1
0
Rootbound Crag
Rootbound Crag enters the battlefield tapped unless you control a Mountain or a Forest.
{T}: Add {R} or {G}.
Land
Land
0
PIP
1
0
Rose, Cutthroat Raider
First strike
Raid — At end of combat on your turn, if you attacked this turn, create a Junk token for each opponent you attacked. (It's an artifact with "{T}, Sacrifice this artifact: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
Whenever you sacrifice a Junk, add {R}.
R
Legendary Artifact Creature — Robot
Creature
4
2RR
3/2
PIP
2
Rose, Cutthroat Raider
First strike
Raid — At end of combat on your turn, if you attacked this turn, create a Junk token for each opponent you attacked. (It's an artifact with "{T}, Sacrifice this artifact: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
Whenever you sacrifice a Junk, add {R}.
R
Legendary Artifact Creature — Robot
Creature
4
2RR
3/2
PIP
2
Rose, Cutthroat Raider
First strike
Raid — At end of combat on your turn, if you attacked this turn, create a Junk token for each opponent you attacked. (It's an artifact with "{T}, Sacrifice this artifact: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
Whenever you sacrifice a Junk, add {R}.
R
Legendary Artifact Creature — Robot
Creature
4
2RR
3/2
PIP
2
Rose, Cutthroat Raider
First strike
Raid — At end of combat on your turn, if you attacked this turn, create a Junk token for each opponent you attacked. (It's an artifact with "{T}, Sacrifice this artifact: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
Whenever you sacrifice a Junk, add {R}.
R
Legendary Artifact Creature — Robot
Creature
4
2RR
3/2
PIP
2
Ruinous Ultimatum
Destroy all nonland permanents your opponents control.
BRW
Sorcery
Sorcery
7
RRWWWBB
PIP
3
Ruinous Ultimatum
Destroy all nonland permanents your opponents control.
BRW
Sorcery
Sorcery
7
RRWWWBB
PIP
3
Ruinous Ultimatum
Destroy all nonland permanents your opponents control.
BRW
Sorcery
Sorcery
7
RRWWWBB
PIP
3
Ruinous Ultimatum
Destroy all nonland permanents your opponents control.
BRW
Sorcery
Sorcery
7
RRWWWBB
PIP
3
Rustvale Bridge
Rustvale Bridge enters the battlefield tapped.
Indestructible
{T}: Add {R} or {W}.
Artifact Land
Land
0
PIP
1
0
Rustvale Bridge
Rustvale Bridge enters the battlefield tapped.
Indestructible
{T}: Add {R} or {W}.
Artifact Land
Land
0
PIP
1
0
Ruthless Radrat
Squad — Exile four cards from your graveyard. (As an additional cost to cast this spell, you may pay its squad cost any number of times. When this creature enters the battlefield, create that many tokens that are copies of it.)
Menace (This creature can't be blocked except by two or more creatures.)
B
Creature — Rat Mutant
Creature
3
1BB
2/2
PIP
2
Ruthless Radrat
Squad — Exile four cards from your graveyard. (As an additional cost to cast this spell, you may pay its squad cost any number of times. When this creature enters the battlefield, create that many tokens that are copies of it.)
Menace (This creature can't be blocked except by two or more creatures.)
B
Creature — Rat Mutant
Creature
3
1BB
2/2
PIP
2
Scattered Groves
({T}: Add {G} or {W}.)
Scattered Groves enters the battlefield tapped.
Cycling {2} ({2}, Discard this card: Draw a card.)
Land — Forest Plains
Land
0
PIP
1
0
Scattered Groves
({T}: Add {G} or {W}.)
Scattered Groves enters the battlefield tapped.
Cycling {2} ({2}, Discard this card: Draw a card.)
Land — Forest Plains
Land
0
PIP
1
0
Scattered Groves
({T}: Add {G} or {W}.)
Scattered Groves enters the battlefield tapped.
Cycling {2} ({2}, Discard this card: Draw a card.)
Land — Forest Plains
Land
0
PIP
1
0
Scattered Groves
({T}: Add {G} or {W}.)
Scattered Groves enters the battlefield tapped.
Cycling {2} ({2}, Discard this card: Draw a card.)
Land — Forest Plains
Land
0
PIP
1
0
Scavenger Grounds
{T}: Add {C}.
{2}, {T}, Sacrifice a Desert: Exile all graveyards.
Land — Desert
Land
0
PIP
0
Scavenger Grounds
{T}: Add {C}.
{2}, {T}, Sacrifice a Desert: Exile all graveyards.
Land — Desert
Land
0
PIP
0
Scavenger Grounds
{T}: Add {C}.
{2}, {T}, Sacrifice a Desert: Exile all graveyards.
Land — Desert
Land
0
PIP
0
Scavenger Grounds
{T}: Add {C}.
{2}, {T}, Sacrifice a Desert: Exile all graveyards.
Land — Desert
Land
0
PIP
0
Screeching Scorchbeast
Flying, menace
Whenever Screeching Scorchbeast attacks, each player gets two rad counters.
Whenever one or more nonland cards are milled, you may create that many 2/2 black Zombie Mutant creature tokens. Do this only once each turn.
B
Creature — Bat Mutant
Creature
6
4BB
5/5
PIP
2
Screeching Scorchbeast
Flying, menace
Whenever Screeching Scorchbeast attacks, each player gets two rad counters.
Whenever one or more nonland cards are milled, you may create that many 2/2 black Zombie Mutant creature tokens. Do this only once each turn.
B
Creature — Bat Mutant
Creature
6
4BB
5/5
PIP
2
Screeching Scorchbeast
Flying, menace
Whenever Screeching Scorchbeast attacks, each player gets two rad counters.
Whenever one or more nonland cards are milled, you may create that many 2/2 black Zombie Mutant creature tokens. Do this only once each turn.
B
Creature — Bat Mutant
Creature
6
4BB
5/5
PIP
2
Screeching Scorchbeast
Flying, menace
Whenever Screeching Scorchbeast attacks, each player gets two rad counters.
Whenever one or more nonland cards are milled, you may create that many 2/2 black Zombie Mutant creature tokens. Do this only once each turn.
B
Creature — Bat Mutant
Creature
6
4BB
5/5
PIP
2
Secure the Wastes
Create X 1/1 white Warrior creature tokens.
W
Instant
Instant
1
XW
PIP
3
Secure the Wastes
Create X 1/1 white Warrior creature tokens.
W
Instant
Instant
1
XW
PIP
3
Secure the Wastes
Create X 1/1 white Warrior creature tokens.
W
Instant
Instant
1
XW
PIP
3
Secure the Wastes
Create X 1/1 white Warrior creature tokens.
W
Instant
Instant
1
XW
PIP
3
Securitron Squadron
Squad {3} (As an additional cost to cast this spell, you may pay {3} any number of times. When this creature enters the battlefield, create that many tokens that are copies of it.)
Vigilance
Whenever a creature token enters the battlefield under your control, put a +1/+1 counter on it.
W
Artifact Creature — Robot
Creature
2
1W
2/2
PIP
2
Securitron Squadron
Squad {3} (As an additional cost to cast this spell, you may pay {3} any number of times. When this creature enters the battlefield, create that many tokens that are copies of it.)
Vigilance
Whenever a creature token enters the battlefield under your control, put a +1/+1 counter on it.
W
Artifact Creature — Robot
Creature
2
1W
2/2
PIP
2
Securitron Squadron
Squad {3} (As an additional cost to cast this spell, you may pay {3} any number of times. When this creature enters the battlefield, create that many tokens that are copies of it.)
Vigilance
Whenever a creature token enters the battlefield under your control, put a +1/+1 counter on it.
W
Artifact Creature — Robot
Creature
2
1W
2/2
PIP
2
Securitron Squadron
Squad {3} (As an additional cost to cast this spell, you may pay {3} any number of times. When this creature enters the battlefield, create that many tokens that are copies of it.)
Vigilance
Whenever a creature token enters the battlefield under your control, put a +1/+1 counter on it.
W
Artifact Creature — Robot
Creature
2
1W
2/2
PIP
2
Sentinel Sarah Lyons
Haste
As long as an artifact entered the battlefield under your control this turn, creatures you control get +2/+2.
Battalion — Whenever Sentinel Sarah Lyons and at least two other creatures attack, Sentinel Sarah Lyons deals damage equal the number of artifacts you control to target player.
RW
Legendary Creature — Human Knight
Creature
5
3RW
4/4
PIP
2
Sentinel Sarah Lyons
Haste
As long as an artifact entered the battlefield under your control this turn, creatures you control get +2/+2.
Battalion — Whenever Sentinel Sarah Lyons and at least two other creatures attack, Sentinel Sarah Lyons deals damage equal the number of artifacts you control to target player.
RW
Legendary Creature — Human Knight
Creature
5
3RW
4/4
PIP
2
Sentinel Sarah Lyons
Haste
As long as an artifact entered the battlefield under your control this turn, creatures you control get +2/+2.
Battalion — Whenever Sentinel Sarah Lyons and at least two other creatures attack, Sentinel Sarah Lyons deals damage equal the number of artifacts you control to target player.
RW
Legendary Creature — Human Knight
Creature
5
3RW
4/4
PIP
2
Sentinel Sarah Lyons
Haste
As long as an artifact entered the battlefield under your control this turn, creatures you control get +2/+2.
Battalion — Whenever Sentinel Sarah Lyons and at least two other creatures attack, Sentinel Sarah Lyons deals damage equal the number of artifacts you control to target player.
RW
Legendary Creature — Human Knight
Creature
5
3RW
4/4
PIP
2
Sentry Bot
Flash
This spell costs {1} less to cast for each creature attacking you.
When Sentry Bot enters the battlefield, you get {E} for each creature attacking you.
At the beginning of combat on your turn, you may pay {E}{E}{E}. If you do, put a +1/+1 counter on each creature you control.
W
Artifact Creature — Robot
Creature
5
4W
2/5
PIP
2
Sentry Bot
Flash
This spell costs {1} less to cast for each creature attacking you.
When Sentry Bot enters the battlefield, you get {E} for each creature attacking you.
At the beginning of combat on your turn, you may pay {E}{E}{E}. If you do, put a +1/+1 counter on each creature you control.
W
Artifact Creature — Robot
Creature
5
4W
2/5
PIP
2
Sentry Bot
Flash
This spell costs {1} less to cast for each creature attacking you.
When Sentry Bot enters the battlefield, you get {E} for each creature attacking you.
At the beginning of combat on your turn, you may pay {E}{E}{E}. If you do, put a +1/+1 counter on each creature you control.
W
Artifact Creature — Robot
Creature
5
4W
2/5
PIP
2
Sentry Bot
Flash
This spell costs {1} less to cast for each creature attacking you.
When Sentry Bot enters the battlefield, you get {E} for each creature attacking you.
At the beginning of combat on your turn, you may pay {E}{E}{E}. If you do, put a +1/+1 counter on each creature you control.
W
Artifact Creature — Robot
Creature
5
4W
2/5
PIP
2
Shadowblood Ridge
{1}, {T}: Add {B}{R}.
Land
Land
0
PIP
0
Shadowblood Ridge
{1}, {T}: Add {B}{R}.
Land
Land
0
PIP
0
Shadowblood Ridge
{1}, {T}: Add {B}{R}.
Land
Land
0
PIP
0
Shadowblood Ridge
{1}, {T}: Add {B}{R}.
Land
Land
0
PIP
0
Shaun, Father of Synths
Whenever you attack, you may create a tapped and attacking token that's a copy of target attacking legendary creature you control other than Shaun, except it's not legendary and it's a Synth artifact creature in addition to its other types. When Shaun leaves the battlefield, exile all Synth tokens you control.
RU
Legendary Creature — Human Scientist
Creature
5
3UR
3/4
PIP
2
Shaun, Father of Synths
Whenever you attack, you may create a tapped and attacking token that's a copy of target attacking legendary creature you control other than Shaun, except it's not legendary and it's a Synth artifact creature in addition to its other types. When Shaun leaves the battlefield, exile all Synth tokens you control.
RU
Legendary Creature — Human Scientist
Creature
5
3UR
3/4
PIP
2
Shaun, Father of Synths
Whenever you attack, you may create a tapped and attacking token that's a copy of target attacking legendary creature you control other than Shaun, except it's not legendary and it's a Synth artifact creature in addition to its other types. When Shaun leaves the battlefield, exile all Synth tokens you control.
RU
Legendary Creature — Human Scientist
Creature
5
3UR
3/4
PIP
2
Shaun, Father of Synths
Whenever you attack, you may create a tapped and attacking token that's a copy of target attacking legendary creature you control other than Shaun, except it's not legendary and it's a Synth artifact creature in addition to its other types. When Shaun leaves the battlefield, exile all Synth tokens you control.
RU
Legendary Creature — Human Scientist
Creature
5
3UR
3/4
PIP
2
Sheltered Thicket
({T}: Add {R} or {G}.)
Sheltered Thicket enters the battlefield tapped.
Cycling {2} ({2}, Discard this card: Draw a card.)
Land — Mountain Forest
Land
0
PIP
1
0
Sheltered Thicket
({T}: Add {R} or {G}.)
Sheltered Thicket enters the battlefield tapped.
Cycling {2} ({2}, Discard this card: Draw a card.)
Land — Mountain Forest
Land
0
PIP
1
0
Sheltered Thicket
({T}: Add {R} or {G}.)
Sheltered Thicket enters the battlefield tapped.
Cycling {2} ({2}, Discard this card: Draw a card.)
Land — Mountain Forest
Land
0
PIP
1
0
Sheltered Thicket
({T}: Add {R} or {G}.)
Sheltered Thicket enters the battlefield tapped.
Cycling {2} ({2}, Discard this card: Draw a card.)
Land — Mountain Forest
Land
0
PIP
1
0
Sierra, Nuka's Biggest Fan
The Nuka-Cola Challenge — Whenever one or more creatures you control deal combat damage to a player, put a quest counter on Sierra, Nuka's Biggest Fan and create a Food token.
Whenever you sacrifice a Food, target creature you control gets +X/+X until end of turn, where X is the number of quest counters on Sierra.
W
Legendary Creature — Human Citizen
Creature
4
3W
3/4
PIP
2
Sierra, Nuka's Biggest Fan
The Nuka-Cola Challenge — Whenever one or more creatures you control deal combat damage to a player, put a quest counter on Sierra, Nuka's Biggest Fan and create a Food token.
Whenever you sacrifice a Food, target creature you control gets +X/+X until end of turn, where X is the number of quest counters on Sierra.
W
Legendary Creature — Human Citizen
Creature
4
3W
3/4
PIP
2
Sierra, Nuka's Biggest Fan
The Nuka-Cola Challenge — Whenever one or more creatures you control deal combat damage to a player, put a quest counter on Sierra, Nuka's Biggest Fan and create a Food token.
Whenever you sacrifice a Food, target creature you control gets +X/+X until end of turn, where X is the number of quest counters on Sierra.
W
Legendary Creature — Human Citizen
Creature
4
3W
3/4
PIP
2
Sierra, Nuka's Biggest Fan
The Nuka-Cola Challenge — Whenever one or more creatures you control deal combat damage to a player, put a quest counter on Sierra, Nuka's Biggest Fan and create a Food token.
Whenever you sacrifice a Food, target creature you control gets +X/+X until end of turn, where X is the number of quest counters on Sierra.
W
Legendary Creature — Human Citizen
Creature
4
3W
3/4
PIP
2
Silver Shroud Costume
Flash
When Silver Shroud Costume enters the battlefield, attach it to target creature you control. That creature gains shroud until end of turn. (It can't be the target of spells or abilities.)
Equipped creature can't be blocked.
Equip {3}
Artifact — Equipment
Artifact
2
2
PIP
1
Silver Shroud Costume
Flash
When Silver Shroud Costume enters the battlefield, attach it to target creature you control. That creature gains shroud until end of turn. (It can't be the target of spells or abilities.)
Equipped creature can't be blocked.
Equip {3}
Artifact — Equipment
Artifact
2
2
PIP
1
Silverbluff Bridge
Silverbluff Bridge enters the battlefield tapped.
Indestructible
{T}: Add {U} or {R}.
Artifact Land
Land
0
PIP
1
0
Silverbluff Bridge
Silverbluff Bridge enters the battlefield tapped.
Indestructible
{T}: Add {U} or {R}.
Artifact Land
Land
0
PIP
1
0
Single Combat
Each player chooses a creature or planeswalker they control, then sacrifices the rest. Players can't cast creature or planeswalker spells until the end of your next turn.
W
Sorcery
Sorcery
5
3WW
PIP
3
Single Combat
Each player chooses a creature or planeswalker they control, then sacrifices the rest. Players can't cast creature or planeswalker spells until the end of your next turn.
W
Sorcery
Sorcery
5
3WW
PIP
3
Single Combat
Each player chooses a creature or planeswalker they control, then sacrifices the rest. Players can't cast creature or planeswalker spells until the end of your next turn.
W
Sorcery
Sorcery
5
3WW
PIP
3
Single Combat
Each player chooses a creature or planeswalker they control, then sacrifices the rest. Players can't cast creature or planeswalker spells until the end of your next turn.
W
Sorcery
Sorcery
5
3WW
PIP
3
Skullclamp
Equipped creature gets +1/-1.
Whenever equipped creature dies, draw two cards.
Equip {1}
Artifact — Equipment
Artifact
1
1
PIP
1
Skullclamp
Equipped creature gets +1/-1.
Whenever equipped creature dies, draw two cards.
Equip {1}
Artifact — Equipment
Artifact
1
1
PIP
1
Skycloud Expanse
{1}, {T}: Add {W}{U}.
Land
Land
0
PIP
0
Skycloud Expanse
{1}, {T}: Add {W}{U}.
Land
Land
0
PIP
0
Skycloud Expanse
{1}, {T}: Add {W}{U}.
Land
Land
0
PIP
0
Skycloud Expanse
{1}, {T}: Add {W}{U}.
Land
Land
0
PIP
0
Smoldering Marsh
({T}: Add {B} or {R}.)
Smoldering Marsh enters the battlefield tapped unless you control two or more basic lands.
Land — Swamp Mountain
Land
0
PIP
1
0
Smoldering Marsh
({T}: Add {B} or {R}.)
Smoldering Marsh enters the battlefield tapped unless you control two or more basic lands.
Land — Swamp Mountain
Land
0
PIP
1
0
Smoldering Marsh
({T}: Add {B} or {R}.)
Smoldering Marsh enters the battlefield tapped unless you control two or more basic lands.
Land — Swamp Mountain
Land
0
PIP
1
0
Smoldering Marsh
({T}: Add {B} or {R}.)
Smoldering Marsh enters the battlefield tapped unless you control two or more basic lands.
Land — Swamp Mountain
Land
0
PIP
1
0
Sol Ring
{T}: Add {C}{C}.
Artifact
Artifact
1
1
PIP
1
Sol Ring
{T}: Add {C}{C}.
Artifact
Artifact
1
1
PIP
1
Sol Ring
{T}: Add {C}{C}.
Artifact
Artifact
1
1
PIP
1
Sol Ring
{T}: Add {C}{C}.
Artifact
Artifact
1
1
PIP
1
Solemn Simulacrum
When Solemn Simulacrum enters the battlefield, 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
PIP
2
Solemn Simulacrum
When Solemn Simulacrum enters the battlefield, 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
PIP
2
Solemn Simulacrum
When Solemn Simulacrum enters the battlefield, 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
PIP
2
Solemn Simulacrum
When Solemn Simulacrum enters the battlefield, 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
PIP
2
Spire of Industry
{T}: Add {C}.
{T}, Pay 1 life: Add one mana of any color. Activate only if you control an artifact.
Land
Land
0
PIP
0
Spire of Industry
{T}: Add {C}.
{T}, Pay 1 life: Add one mana of any color. Activate only if you control an artifact.
Land
Land
0
PIP
0
Spire of Industry
{T}: Add {C}.
{T}, Pay 1 life: Add one mana of any color. Activate only if you control an artifact.
Land
Land
0
PIP
0
Spire of Industry
{T}: Add {C}.
{T}, Pay 1 life: Add one mana of any color. Activate only if you control an artifact.
Land
Land
0
PIP
0
Squirrel Nest
Enchant land
Enchanted land has "{T}: Create a 1/1 green Squirrel creature token."
G
Enchantment — Aura
Enchantment
3
1GG
PIP
1
Squirrel Nest
Enchant land
Enchanted land has "{T}: Create a 1/1 green Squirrel creature token."
G
Enchantment — Aura
Enchantment
3
1GG
PIP
1
Steel Overseer
{T}: Put a +1/+1 counter on each artifact creature you control.
Artifact Creature — Construct
Creature
2
2
1/1
PIP
2
Steel Overseer
{T}: Put a +1/+1 counter on each artifact creature you control.
Artifact Creature — Construct
Creature
2
2
1/1
PIP
2
Steel Overseer
{T}: Put a +1/+1 counter on each artifact creature you control.
Artifact Creature — Construct
Creature
2
2
1/1
PIP
2
Steel Overseer
{T}: Put a +1/+1 counter on each artifact creature you control.
Artifact Creature — Construct
Creature
2
2
1/1
PIP
2
Sticky Fingers
Enchant creature
Enchanted creature has menace and "Whenever this creature deals combat damage to a player, create a Treasure token." (It can't be blocked except by two or more creatures. The token is an artifact with "{T}, Sacrifice this artifact: Add one mana of any color.")
When enchanted creature dies, draw a card.
R
Enchantment — Aura
Enchantment
1
R
PIP
1
Sticky Fingers
Enchant creature
Enchanted creature has menace and "Whenever this creature deals combat damage to a player, create a Treasure token." (It can't be blocked except by two or more creatures. The token is an artifact with "{T}, Sacrifice this artifact: Add one mana of any color.")
When enchanted creature dies, draw a card.
R
Enchantment — Aura
Enchantment
1
R
PIP
1
Stolen Strategy
At the beginning of your upkeep, exile the top card of each opponent's library. Until end of turn, you may cast spells from among those exiled cards, and you may spend mana as though it were mana of any color to cast those spells.
R
Enchantment
Enchantment
5
4R
PIP
1
Stolen Strategy
At the beginning of your upkeep, exile the top card of each opponent's library. Until end of turn, you may cast spells from among those exiled cards, and you may spend mana as though it were mana of any color to cast those spells.
R
Enchantment
Enchantment
5
4R
PIP
1
Stolen Strategy
At the beginning of your upkeep, exile the top card of each opponent's library. Until end of turn, you may cast spells from among those exiled cards, and you may spend mana as though it were mana of any color to cast those spells.
R
Enchantment
Enchantment
5
4R
PIP
1
Stolen Strategy
At the beginning of your upkeep, exile the top card of each opponent's library. Until end of turn, you may cast spells from among those exiled cards, and you may spend mana as though it were mana of any color to cast those spells.
R
Enchantment
Enchantment
5
4R
PIP
1
Strength Bobblehead
{T}: Add one mana of any color.
{3}, {T}: Put X +1/+1 counters on target creature, where X is the number of Bobbleheads you control. Activate only as a sorcery.
Artifact — Bobblehead
Artifact
3
3
PIP
1
Strength Bobblehead
{T}: Add one mana of any color.
{3}, {T}: Put X +1/+1 counters on target creature, where X is the number of Bobbleheads you control. Activate only as a sorcery.
Artifact — Bobblehead
Artifact
3
3
PIP
1
Strength Bobblehead
{T}: Add one mana of any color.
{3}, {T}: Put X +1/+1 counters on target creature, where X is the number of Bobbleheads you control. Activate only as a sorcery.
Artifact — Bobblehead
Artifact
3
3
PIP
1
Strong Back
Enchant creature
Equip abilities you activate that target enchanted creature cost {3} less to activate.
Aura spells you cast that target enchanted creature cost {3} less to cast.
Enchanted creature gets +2/+2 for each Aura and Equipment attached to it.
G
Enchantment — Aura
Enchantment
3
2G
PIP
1
Strong Back
Enchant creature
Equip abilities you activate that target enchanted creature cost {3} less to activate.
Aura spells you cast that target enchanted creature cost {3} less to cast.
Enchanted creature gets +2/+2 for each Aura and Equipment attached to it.
G
Enchantment — Aura
Enchantment
3
2G
PIP
1
Strong Back
Enchant creature
Equip abilities you activate that target enchanted creature cost {3} less to activate.
Aura spells you cast that target enchanted creature cost {3} less to cast.
Enchanted creature gets +2/+2 for each Aura and Equipment attached to it.
G
Enchantment — Aura
Enchantment
3
2G
PIP
1
Strong Back
Enchant creature
Equip abilities you activate that target enchanted creature cost {3} less to activate.
Aura spells you cast that target enchanted creature cost {3} less to cast.
Enchanted creature gets +2/+2 for each Aura and Equipment attached to it.
G
Enchantment — Aura
Enchantment
3
2G
PIP
1
Strong, the Brutish Thespian
Ward {2}
Enrage — Whenever Strong is dealt damage, you get three rad counters and put three +1/+1 counters on Strong.
You gain life rather than lose life from radiation.
G
Legendary Creature — Mutant Berserker
Creature
6
4GG
7/7
PIP
2
Strong, the Brutish Thespian
Ward {2}
Enrage — Whenever Strong is dealt damage, you get three rad counters and put three +1/+1 counters on Strong.
You gain life rather than lose life from radiation.
G
Legendary Creature — Mutant Berserker
Creature
6
4GG
7/7
PIP
2
Strong, the Brutish Thespian
Ward {2}
Enrage — Whenever Strong is dealt damage, you get three rad counters and put three +1/+1 counters on Strong.
You gain life rather than lose life from radiation.
G
Legendary Creature — Mutant Berserker
Creature
6
4GG
7/7
PIP
2
Strong, the Brutish Thespian
Ward {2}
Enrage — Whenever Strong is dealt damage, you get three rad counters and put three +1/+1 counters on Strong.
You gain life rather than lose life from radiation.
G
Legendary Creature — Mutant Berserker
Creature
6
4GG
7/7
PIP
2
Struggle for Project Purity
As Struggle for Project Purity enters the battlefield, choose Brotherhood or Enclave.
• Brotherhood - At the beginning of your upkeep, each opponent draws a card. You draw a card for each card drawn this way.
• Enclave Whenever a player attacks you with one or more creatures, that player gets twice that many rad counters.
U
Enchantment
Enchantment
4
3U
PIP
1
Struggle for Project Purity
As Struggle for Project Purity enters the battlefield, choose Brotherhood or Enclave.
• Brotherhood - At the beginning of your upkeep, each opponent draws a card. You draw a card for each card drawn this way.
• Enclave Whenever a player attacks you with one or more creatures, that player gets twice that many rad counters.
U
Enchantment
Enchantment
4
3U
PIP
1
Struggle for Project Purity
As Struggle for Project Purity enters the battlefield, choose Brotherhood or Enclave.
• Brotherhood - At the beginning of your upkeep, each opponent draws a card. You draw a card for each card drawn this way.
• Enclave Whenever a player attacks you with one or more creatures, that player gets twice that many rad counters.
U
Enchantment
Enchantment
4
3U
PIP
1
Struggle for Project Purity
As Struggle for Project Purity enters the battlefield, choose Brotherhood or Enclave.
• Brotherhood - At the beginning of your upkeep, each opponent draws a card. You draw a card for each card drawn this way.
• Enclave Whenever a player attacks you with one or more creatures, that player gets twice that many rad counters.
U
Enchantment
Enchantment
4
3U
PIP
1
Sulfur Falls
Sulfur Falls enters the battlefield tapped unless you control an Island or a Mountain.
{T}: Add {U} or {R}.
Land
Land
0
PIP
1
0
Sulfur Falls
Sulfur Falls enters the battlefield tapped unless you control an Island or a Mountain.
{T}: Add {U} or {R}.
Land
Land
0
PIP
1
0
Sulfur Falls
Sulfur Falls enters the battlefield tapped unless you control an Island or a Mountain.
{T}: Add {U} or {R}.
Land
Land
0
PIP
1
0
Sulfur Falls
Sulfur Falls enters the battlefield tapped unless you control an Island or a Mountain.
{T}: Add {U} or {R}.
Land
Land
0
PIP
1
0
Sungrass Prairie
{1}, {T}: Add {G}{W}.
Land
Land
0
PIP
0
Sungrass Prairie
{1}, {T}: Add {G}{W}.
Land
Land
0
PIP
0
Sungrass Prairie
{1}, {T}: Add {G}{W}.
Land
Land
0
PIP
0
Sungrass Prairie
{1}, {T}: Add {G}{W}.
Land
Land
0
PIP
0
Sunken Hollow
({T}: Add {U} or {B}.)
Sunken Hollow enters the battlefield tapped unless you control two or more basic lands.
Land — Island Swamp
Land
0
PIP
1
0
Sunken Hollow
({T}: Add {U} or {B}.)
Sunken Hollow enters the battlefield tapped unless you control two or more basic lands.
Land — Island Swamp
Land
0
PIP
1
0
Sunken Hollow
({T}: Add {U} or {B}.)
Sunken Hollow enters the battlefield tapped unless you control two or more basic lands.
Land — Island Swamp
Land
0
PIP
1
0
Sunken Hollow
({T}: Add {U} or {B}.)
Sunken Hollow enters the battlefield tapped unless you control two or more basic lands.
Land — Island Swamp
Land
0
PIP
1
0
Sunpetal Grove
Sunpetal Grove enters the battlefield tapped unless you control a Forest or a Plains.
{T}: Add {G} or {W}.
Land
Land
0
PIP
1
0
Sunpetal Grove
Sunpetal Grove enters the battlefield tapped unless you control a Forest or a Plains.
{T}: Add {G} or {W}.
Land
Land
0
PIP
1
0
Sunpetal Grove
Sunpetal Grove enters the battlefield tapped unless you control a Forest or a Plains.
{T}: Add {G} or {W}.
Land
Land
0
PIP
1
0
Sunpetal Grove
Sunpetal Grove enters the battlefield tapped unless you control a Forest or a Plains.
{T}: Add {G} or {W}.
Land
Land
0
PIP
1
0
Sunscorched Divide
{1}, {T}: Add {R}{W}.
Land
Land
0
PIP
0
Sunscorched Divide
{1}, {T}: Add {R}{W}.
Land
Land
0
PIP
0
Sunscorched Divide
{1}, {T}: Add {R}{W}.
Land
Land
0
PIP
0
Sunscorched Divide
{1}, {T}: Add {R}{W}.
Land
Land
0
PIP
0
Super Mutant Scavenger
Trample
When Super Mutant Scavenger enters the battlefield or dies, return up to one target Aura or Equipment card from your graveyard to your hand.
G
Creature — Mutant Warrior
Creature
5
4G
5/5
PIP
2
Super Mutant Scavenger
Trample
When Super Mutant Scavenger enters the battlefield or dies, return up to one target Aura or Equipment card from your graveyard to your hand.
G
Creature — Mutant Warrior
Creature
5
4G
5/5
PIP
2
Survivor's Med Kit
{1}, {T}: Choose one that hasn't been chosen —
• Stimpak — Draw a card.
• Fancy Lads Snack Cakes — Create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this artifact: You gain 3 life.")
• RadAway — Target player loses all rad counters. Sacrifice Survivor's Med Kit.
Artifact
Artifact
1
1
PIP
1
Survivor's Med Kit
{1}, {T}: Choose one that hasn't been chosen —
• Stimpak — Draw a card.
• Fancy Lads Snack Cakes — Create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this artifact: You gain 3 life.")
• RadAway — Target player loses all rad counters. Sacrifice Survivor's Med Kit.
Artifact
Artifact
1
1
PIP
1
Swamp
({T}: Add {B}.)
Basic Land — Swamp
Land
0
PIP
0
Swamp
({T}: Add {B}.)
Basic Land — Swamp
Land
0
PIP
0
Swamp
({T}: Add {B}.)
Basic Land — Swamp
Land
0
PIP
0
Swamp
({T}: Add {B}.)
Basic Land — Swamp
Land
0
PIP
0
Swiftfoot Boots
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control.)
Equip {1}
Artifact — Equipment
Artifact
2
2
PIP
1
Swiftfoot Boots
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control.)
Equip {1}
Artifact — Equipment
Artifact
2
2
PIP
1
Swords to Plowshares
Exile target creature. Its controller gains life equal to its power.
W
Instant
Instant
1
W
PIP
3
Swords to Plowshares
Exile target creature. Its controller gains life equal to its power.
W
Instant
Instant
1
W
PIP
3
Synth Eradicator
Haste
Whenever Synth Eradicator attacks, exile the top card of your library. You may get {E}{E} (two energy counters). If you don't, you may play that card this turn.
{T}, Pay {E}{E}{E}: Synth Eradicator deals 3 damage to any target.
R
Artifact Creature — Synth Soldier
Creature
3
2R
3/3
PIP
2
Synth Eradicator
Haste
Whenever Synth Eradicator attacks, exile the top card of your library. You may get {E}{E} (two energy counters). If you don't, you may play that card this turn.
{T}, Pay {E}{E}{E}: Synth Eradicator deals 3 damage to any target.
R
Artifact Creature — Synth Soldier
Creature
3
2R
3/3
PIP
2
Synth Eradicator
Haste
Whenever Synth Eradicator attacks, exile the top card of your library. You may get {E}{E} (two energy counters). If you don't, you may play that card this turn.
{T}, Pay {E}{E}{E}: Synth Eradicator deals 3 damage to any target.
R
Artifact Creature — Synth Soldier
Creature
3
2R
3/3
PIP
2
Synth Eradicator
Haste
Whenever Synth Eradicator attacks, exile the top card of your library. You may get {E}{E} (two energy counters). If you don't, you may play that card this turn.
{T}, Pay {E}{E}{E}: Synth Eradicator deals 3 damage to any target.
R
Artifact Creature — Synth Soldier
Creature
3
2R
3/3
PIP
2
Synth Infiltrator
Improvise (your artifact can help cast this spell. Each artifact you tap after you're done activating mana abilities palys for {1}.)
You may have Synth Infiltrator enters the battlefield as a copy of any creature on the battlefield, except it's a Synth artifact creatire in addition to its other types.
U
Artifact Creature — Synth
Creature
5
3UU
0/0
PIP
2
Synth Infiltrator
Improvise (your artifact can help cast this spell. Each artifact you tap after you're done activating mana abilities palys for {1}.)
You may have Synth Infiltrator enters the battlefield as a copy of any creature on the battlefield, except it's a Synth artifact creatire in addition to its other types.
U
Artifact Creature — Synth
Creature
5
3UU
0/0
PIP
2
Synth Infiltrator
Improvise (your artifact can help cast this spell. Each artifact you tap after you're done activating mana abilities palys for {1}.)
You may have Synth Infiltrator enters the battlefield as a copy of any creature on the battlefield, except it's a Synth artifact creatire in addition to its other types.
U
Artifact Creature — Synth
Creature
5
3UU
0/0
PIP
2
Synth Infiltrator
Improvise (your artifact can help cast this spell. Each artifact you tap after you're done activating mana abilities palys for {1}.)
You may have Synth Infiltrator enters the battlefield as a copy of any creature on the battlefield, except it's a Synth artifact creatire in addition to its other types.
U
Artifact Creature — Synth
Creature
5
3UU
0/0
PIP
2
T-45 Power Armor
When T-45 Power Armor enters the battlefield, you get {E}{E} (two energy counters).
Equipped creature gets +3/+3 and doesn't untap during its controller's untap step.
At the beginning of your upkeep, you may pay {E}. If you do, untap equipped creature, then put your choice of a menace, trample or lifelink counter on it.
Equip {3}
Artifact — Equipment
Artifact
2
2
PIP
1
T-45 Power Armor
When T-45 Power Armor enters the battlefield, you get {E}{E} (two energy counters).
Equipped creature gets +3/+3 and doesn't untap during its controller's untap step.
At the beginning of your upkeep, you may pay {E}. If you do, untap equipped creature, then put your choice of a menace, trample or lifelink counter on it.
Equip {3}
Artifact — Equipment
Artifact
2
2
PIP
1
T-45 Power Armor
When T-45 Power Armor enters the battlefield, you get {E}{E} (two energy counters).
Equipped creature gets +3/+3 and doesn't untap during its controller's untap step.
At the beginning of your upkeep, you may pay {E}. If you do, untap equipped creature, then put your choice of a menace, trample or lifelink counter on it.
Equip {3}
Artifact — Equipment
Artifact
2
2
PIP
1
T-45 Power Armor
When T-45 Power Armor enters the battlefield, you get {E}{E} (two energy counters).
Equipped creature gets +3/+3 and doesn't untap during its controller's untap step.
At the beginning of your upkeep, you may pay {E}. If you do, untap equipped creature, then put your choice of a menace, trample or lifelink counter on it.
Equip {3}
Artifact — Equipment
Artifact
2
2
PIP
1
Tainted Field
{T}: Add {C}.
{T}: Add {W} or {B}. Activate only if you control a Swamp.
Land
Land
0
PIP
0
Tainted Field
{T}: Add {C}.
{T}: Add {W} or {B}. Activate only if you control a Swamp.
Land
Land
0
PIP
0
Tainted Isle
{T}: Add {C}.
{T}: Add {U} or {B}. Activate only if you control a Swamp.
Land
Land
0
PIP
0
Tainted Isle
{T}: Add {C}.
{T}: Add {U} or {B}. Activate only if you control a Swamp.
Land
Land
0
PIP
0
Tainted Peak
{T}: Add {C}.
{T}: Add {B} or {R}. Activate only if you control a Swamp.
Land
Land
0
PIP
0
Tainted Peak
{T}: Add {C}.
{T}: Add {B} or {R}. Activate only if you control a Swamp.
Land
Land
0
PIP
0
Tainted Wood
{T}: Add {C}.
{T}: Add {B} or {G}. Activate only if you control a Swamp.
Land
Land
0
PIP
0
Tainted Wood
{T}: Add {C}.
{T}: Add {B} or {G}. Activate only if you control a Swamp.
Land
Land
0
PIP
0
Talisman of Conviction
{T}: Add {C}.
{T}: Add {R} or {W}. Talisman of Conviction deals 1 damage to you.
Artifact
Artifact
2
2
PIP
1
Talisman of Conviction
{T}: Add {C}.
{T}: Add {R} or {W}. Talisman of Conviction deals 1 damage to you.
Artifact
Artifact
2
2
PIP
1
Talisman of Creativity
{T}: Add {C}.
{T}: Add {U} or {R}. Talisman of Creativity deals 1 damage to you.
Artifact
Artifact
2
2
PIP
1
Talisman of Creativity
{T}: Add {C}.
{T}: Add {U} or {R}. Talisman of Creativity deals 1 damage to you.
Artifact
Artifact
2
2
PIP
1
Talisman of Curiosity
{T}: Add {C}.
{T}: Add {G} or {U}. Talisman of Curiosity deals 1 damage to you.
Artifact
Artifact
2
2
PIP
1
Talisman of Curiosity
{T}: Add {C}.
{T}: Add {G} or {U}. Talisman of Curiosity deals 1 damage to you.
Artifact
Artifact
2
2
PIP
1
Talisman of Dominance
{T}: Add {C}.
{T}: Add {U} or {B}. Talisman of Dominance deals 1 damage to you.
Artifact
Artifact
2
2
PIP
1
Talisman of Dominance
{T}: Add {C}.
{T}: Add {U} or {B}. Talisman of Dominance deals 1 damage to you.
Artifact
Artifact
2
2
PIP
1
Talisman of Hierarchy
{T}: Add {C}.
{T}: Add {W} or {B}. Talisman of Hierarchy deals 1 damage to you.
Artifact
Artifact
2
2
PIP
1
Talisman of Hierarchy
{T}: Add {C}.
{T}: Add {W} or {B}. Talisman of Hierarchy deals 1 damage to you.
Artifact
Artifact
2
2
PIP
1
Talisman of Indulgence
{T}: Add {C}.
{T}: Add {B} or {R}. Talisman of Indulgence deals 1 damage to you.
Artifact
Artifact
2
2
PIP
1
Talisman of Indulgence
{T}: Add {C}.
{T}: Add {B} or {R}. Talisman of Indulgence deals 1 damage to you.
Artifact
Artifact
2
2
PIP
1
Talisman of Progress
{T}: Add {C}.
{T}: Add {W} or {U}. Talisman of Progress deals 1 damage to you.
Artifact
Artifact
2
2
PIP
1
Talisman of Progress
{T}: Add {C}.
{T}: Add {W} or {U}. Talisman of Progress deals 1 damage to you.
Artifact
Artifact
2
2
PIP
1
Talisman of Resilience
{T}: Add {C}.
{T}: Add {B} or {G}. Talisman of Resilience deals 1 damage to you.
Artifact
Artifact
2
2
PIP
1
Talisman of Resilience
{T}: Add {C}.
{T}: Add {B} or {G}. Talisman of Resilience deals 1 damage to you.
Artifact
Artifact
2
2
PIP
1
Tarmogoyf
Tarmogoyf's power is equal to the number of card types among cards in all graveyards and its toughness is equal to that number plus 1.
G
Creature — Lhurgoyf
Creature
2
1G
*/1+*
PIP
2
Tarmogoyf
Tarmogoyf's power is equal to the number of card types among cards in all graveyards and its toughness is equal to that number plus 1.
G
Creature — Lhurgoyf
Creature
2
1G
*/1+*
PIP
2
Tato Farmer
Landfall — Whenever a land enters the battlefield under your control, you may get two rad counters.
{T}: Put target land card in a graveyard that was milled this turn onto the battlefield under your control tapped.
G
Creature — Zombie Mutant Peasant
Creature
3
2G
1/4
PIP
2
Tato Farmer
Landfall — Whenever a land enters the battlefield under your control, you may get two rad counters.
{T}: Put target land card in a graveyard that was milled this turn onto the battlefield under your control tapped.
G
Creature — Zombie Mutant Peasant
Creature
3
2G
1/4
PIP
2
Tato Farmer
Landfall — Whenever a land enters the battlefield under your control, you may get two rad counters.
{T}: Put target land card in a graveyard that was milled this turn onto the battlefield under your control tapped.
G
Creature — Zombie Mutant Peasant
Creature
3
2G
1/4
PIP
2
Tato Farmer
Landfall — Whenever a land enters the battlefield under your control, you may get two rad counters.
{T}: Put target land card in a graveyard that was milled this turn onto the battlefield under your control tapped.
G
Creature — Zombie Mutant Peasant
Creature
3
2G
1/4
PIP
2
Temple of Abandon
Temple of Abandon enters the battlefield tapped.
When Temple of Abandon enters the battlefield, scry 1.
{T}: Add {R} or {G}.
Land
Land
0
PIP
1
0
Temple of Abandon
Temple of Abandon enters the battlefield tapped.
When Temple of Abandon enters the battlefield, scry 1.
{T}: Add {R} or {G}.
Land
Land
0
PIP
1
0
Temple of Abandon
Temple of Abandon enters the battlefield tapped.
When Temple of Abandon enters the battlefield, scry 1.
{T}: Add {R} or {G}.
Land
Land
0
PIP
1
0
Temple of Abandon
Temple of Abandon enters the battlefield tapped.
When Temple of Abandon enters the battlefield, scry 1.
{T}: Add {R} or {G}.
Land
Land
0
PIP
1
0
Temple of Deceit
Temple of Deceit enters the battlefield tapped.
When Temple of Deceit enters the battlefield, scry 1.
{T}: Add {U} or {B}.
Land
Land
0
PIP
1
0
Temple of Deceit
Temple of Deceit enters the battlefield tapped.
When Temple of Deceit enters the battlefield, scry 1.
{T}: Add {U} or {B}.
Land
Land
0
PIP
1
0
Temple of Deceit
Temple of Deceit enters the battlefield tapped.
When Temple of Deceit enters the battlefield, scry 1.
{T}: Add {U} or {B}.
Land
Land
0
PIP
1
0
Temple of Deceit
Temple of Deceit enters the battlefield tapped.
When Temple of Deceit enters the battlefield, scry 1.
{T}: Add {U} or {B}.
Land
Land
0
PIP
1
0
Temple of Enlightenment
Temple of Enlightenment enters the battlefield tapped.
When Temple of Enlightenment enters the battlefield, scry 1.
{T}: Add {W} or {U}.
Land
Land
0
PIP
1
0
Temple of Enlightenment
Temple of Enlightenment enters the battlefield tapped.
When Temple of Enlightenment enters the battlefield, scry 1.
{T}: Add {W} or {U}.
Land
Land
0
PIP
1
0
Temple of Enlightenment
Temple of Enlightenment enters the battlefield tapped.
When Temple of Enlightenment enters the battlefield, scry 1.
{T}: Add {W} or {U}.
Land
Land
0
PIP
1
0
Temple of Enlightenment
Temple of Enlightenment enters the battlefield tapped.
When Temple of Enlightenment enters the battlefield, scry 1.
{T}: Add {W} or {U}.
Land
Land
0
PIP
1
0
Temple of Epiphany
Temple of Epiphany enters the battlefield tapped.
When Temple of Epiphany enters the battlefield, scry 1.
{T}: Add {U} or {R}.
Land
Land
0
PIP
1
0
Temple of Epiphany
Temple of Epiphany enters the battlefield tapped.
When Temple of Epiphany enters the battlefield, scry 1.
{T}: Add {U} or {R}.
Land
Land
0
PIP
1
0
Temple of Epiphany
Temple of Epiphany enters the battlefield tapped.
When Temple of Epiphany enters the battlefield, scry 1.
{T}: Add {U} or {R}.
Land
Land
0
PIP
1
0
Temple of Epiphany
Temple of Epiphany enters the battlefield tapped.
When Temple of Epiphany enters the battlefield, scry 1.
{T}: Add {U} or {R}.
Land
Land
0
PIP
1
0
Temple of Malady
Temple of Malady enters the battlefield tapped.
When Temple of Malady enters the battlefield, scry 1.
{T}: Add {B} or {G}.
Land
Land
0
PIP
1
0
Temple of Malady
Temple of Malady enters the battlefield tapped.
When Temple of Malady enters the battlefield, scry 1.
{T}: Add {B} or {G}.
Land
Land
0
PIP
1
0
Temple of Malady
Temple of Malady enters the battlefield tapped.
When Temple of Malady enters the battlefield, scry 1.
{T}: Add {B} or {G}.
Land
Land
0
PIP
1
0
Temple of Malady
Temple of Malady enters the battlefield tapped.
When Temple of Malady enters the battlefield, scry 1.
{T}: Add {B} or {G}.
Land
Land
0
PIP
1
0
Temple of Malice
Temple of Malice enters the battlefield tapped.
When Temple of Malice enters the battlefield, scry 1.
{T}: Add {B} or {R}.
Land
Land
0
PIP
1
0
Temple of Malice
Temple of Malice enters the battlefield tapped.
When Temple of Malice enters the battlefield, scry 1.
{T}: Add {B} or {R}.
Land
Land
0
PIP
1
0
Temple of Malice
Temple of Malice enters the battlefield tapped.
When Temple of Malice enters the battlefield, scry 1.
{T}: Add {B} or {R}.
Land
Land
0
PIP
1
0
Temple of Malice
Temple of Malice enters the battlefield tapped.
When Temple of Malice enters the battlefield, scry 1.
{T}: Add {B} or {R}.
Land
Land
0
PIP
1
0
Temple of Mystery
Temple of Mystery enters the battlefield tapped.
When Temple of Mystery enters the battlefield, scry 1.
{T}: Add {G} or {U}.
Land
Land
0
PIP
1
0
Temple of Mystery
Temple of Mystery enters the battlefield tapped.
When Temple of Mystery enters the battlefield, scry 1.
{T}: Add {G} or {U}.
Land
Land
0
PIP
1
0
Temple of Mystery
Temple of Mystery enters the battlefield tapped.
When Temple of Mystery enters the battlefield, scry 1.
{T}: Add {G} or {U}.
Land
Land
0
PIP
1
0
Temple of Mystery
Temple of Mystery enters the battlefield tapped.
When Temple of Mystery enters the battlefield, scry 1.
{T}: Add {G} or {U}.
Land
Land
0
PIP
1
0
Temple of Plenty
Temple of Plenty enters the battlefield tapped.
When Temple of Plenty enters the battlefield, scry 1.
{T}: Add {G} or {W}.
Land
Land
0
PIP
1
0
Temple of Plenty
Temple of Plenty enters the battlefield tapped.
When Temple of Plenty enters the battlefield, scry 1.
{T}: Add {G} or {W}.
Land
Land
0
PIP
1
0
Temple of Plenty
Temple of Plenty enters the battlefield tapped.
When Temple of Plenty enters the battlefield, scry 1.
{T}: Add {G} or {W}.
Land
Land
0
PIP
1
0
Temple of Plenty
Temple of Plenty enters the battlefield tapped.
When Temple of Plenty enters the battlefield, scry 1.
{T}: Add {G} or {W}.
Land
Land
0
PIP
1
0
Temple of Silence
Temple of Silence enters the battlefield tapped.
When Temple of Silence enters the battlefield, scry 1.
{T}: Add {W} or {B}.
Land
Land
0
PIP
1
0
Temple of Silence
Temple of Silence enters the battlefield tapped.
When Temple of Silence enters the battlefield, scry 1.
{T}: Add {W} or {B}.
Land
Land
0
PIP
1
0
Temple of Silence
Temple of Silence enters the battlefield tapped.
When Temple of Silence enters the battlefield, scry 1.
{T}: Add {W} or {B}.
Land
Land
0
PIP
1
0
Temple of Silence
Temple of Silence enters the battlefield tapped.
When Temple of Silence enters the battlefield, scry 1.
{T}: Add {W} or {B}.
Land
Land
0
PIP
1
0
Temple of Triumph
Temple of Triumph enters the battlefield tapped.
When Temple of Triumph enters the battlefield, scry 1.
{T}: Add {R} or {W}.
Land
Land
0
PIP
1
0
Temple of Triumph
Temple of Triumph enters the battlefield tapped.
When Temple of Triumph enters the battlefield, scry 1.
{T}: Add {R} or {W}.
Land
Land
0
PIP
1
0
Temple of Triumph
Temple of Triumph enters the battlefield tapped.
When Temple of Triumph enters the battlefield, scry 1.
{T}: Add {R} or {W}.
Land
Land
0
PIP
1
0
Temple of Triumph
Temple of Triumph enters the battlefield tapped.
When Temple of Triumph enters the battlefield, scry 1.
{T}: Add {R} or {W}.
Land
Land
0
PIP
1
0
Temple of the False God
{T}: Add {C}{C}. Activate only if you control five or more lands.
Land
Land
0
PIP
0
Temple of the False God
{T}: Add {C}{C}. Activate only if you control five or more lands.
Land
Land
0
PIP
0
Terramorphic Expanse
{T}, Sacrifice Terramorphic Expanse: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Land
Land
0
PIP
0
Terramorphic Expanse
{T}, Sacrifice Terramorphic Expanse: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Land
Land
0
PIP
0
The Master, Transcendent
When The Master, Transcendent enters the battlefield, target player gets two rad counters.
{T}: Put target creature card in a graveyard that was milled this turn onto the battlefield under your control. It's a green Mutant with base power and toughness 3/3. (It loses its other colors and creature types.)
BGU
Legendary Artifact Creature — Mutant
Creature
4
1BGU
2/4
PIP
2
The Master, Transcendent
When The Master, Transcendent enters the battlefield, target player gets two rad counters.
{T}: Put target creature card in a graveyard that was milled this turn onto the battlefield under your control. It's a green Mutant with base power and toughness 3/3. (It loses its other colors and creature types.)
BGU
Legendary Artifact Creature — Mutant
Creature
4
1BGU
2/4
PIP
2
The Master, Transcendent
When The Master, Transcendent enters the battlefield, target player gets two rad counters.
{T}: Put target creature card in a graveyard that was milled this turn onto the battlefield under your control. It's a green Mutant with base power and toughness 3/3. (It loses its other colors and creature types.)
BGU
Legendary Artifact Creature — Mutant
Creature
4
1BGU
2/4
PIP
2
The Master, Transcendent
When The Master, Transcendent enters the battlefield, target player gets two rad counters.
{T}: Put target creature card in a graveyard that was milled this turn onto the battlefield under your control. It's a green Mutant with base power and toughness 3/3. (It loses its other colors and creature types.)
BGU
Legendary Artifact Creature — Mutant
Creature
4
1BGU
2/4
PIP
2
The Motherlode, Excavator
When The Motherlode, Excavator enters the battlefield, choose target opponent. You get an amount of {E} (energy counters) equal to the number of nonbasic lands that player controls.
Whenever The Motherlode attacks, you may pay {E}{E}{E}{E}. When you do, destroy target nonbasic land defending player controls, and creatures that player controls without flying can't block this turn.
R
Legendary Artifact Creature — Robot
Creature
5
3RR
5/5
PIP
2
The Motherlode, Excavator
When The Motherlode, Excavator enters the battlefield, choose target opponent. You get an amount of {E} (energy counters) equal to the number of nonbasic lands that player controls.
Whenever The Motherlode attacks, you may pay {E}{E}{E}{E}. When you do, destroy target nonbasic land defending player controls, and creatures that player controls without flying can't block this turn.
R
Legendary Artifact Creature — Robot
Creature
5
3RR
5/5
PIP
2
The Motherlode, Excavator
When The Motherlode, Excavator enters the battlefield, choose target opponent. You get an amount of {E} (energy counters) equal to the number of nonbasic lands that player controls.
Whenever The Motherlode attacks, you may pay {E}{E}{E}{E}. When you do, destroy target nonbasic land defending player controls, and creatures that player controls without flying can't block this turn.
R
Legendary Artifact Creature — Robot
Creature
5
3RR
5/5
PIP
2
The Motherlode, Excavator
When The Motherlode, Excavator enters the battlefield, choose target opponent. You get an amount of {E} (energy counters) equal to the number of nonbasic lands that player controls.
Whenever The Motherlode attacks, you may pay {E}{E}{E}{E}. When you do, destroy target nonbasic land defending player controls, and creatures that player controls without flying can't block this turn.
R
Legendary Artifact Creature — Robot
Creature
5
3RR
5/5
PIP
2
The Nipton Lottery
Choose a creature at random. You gain control of that creature until end of turn. Untap it. It gains haste until end of turn. Then destroy all other creatures.
BR
Sorcery
Sorcery
4
2BR
PIP
3
The Nipton Lottery
Choose a creature at random. You gain control of that creature until end of turn. Untap it. It gains haste until end of turn. Then destroy all other creatures.
BR
Sorcery
Sorcery
4
2BR
PIP
3
The Nipton Lottery
Choose a creature at random. You gain control of that creature until end of turn. Untap it. It gains haste until end of turn. Then destroy all other creatures.
BR
Sorcery
Sorcery
4
2BR
PIP
3
The Nipton Lottery
Choose a creature at random. You gain control of that creature until end of turn. Untap it. It gains haste until end of turn. Then destroy all other creatures.
BR
Sorcery
Sorcery
4
2BR
PIP
3
The Prydwen, Steel Flagship
Flying
Whenever another nontoken artifact enters the battlefield under your control, create a 2/2 white Human Knight creature token with "This creature gets +2/+2 as long as an artifact entered the battlefield under your control this turn."
Crew 2
W
Legendary Artifact — Vehicle
Artifact
6
4WW
6/6
PIP
1
The Prydwen, Steel Flagship
Flying
Whenever another nontoken artifact enters the battlefield under your control, create a 2/2 white Human Knight creature token with "This creature gets +2/+2 as long as an artifact entered the battlefield under your control this turn."
Crew 2
W
Legendary Artifact — Vehicle
Artifact
6
4WW
6/6
PIP
1
The Prydwen, Steel Flagship
Flying
Whenever another nontoken artifact enters the battlefield under your control, create a 2/2 white Human Knight creature token with "This creature gets +2/+2 as long as an artifact entered the battlefield under your control this turn."
Crew 2
W
Legendary Artifact — Vehicle
Artifact
6
4WW
6/6
PIP
1
The Prydwen, Steel Flagship
Flying
Whenever another nontoken artifact enters the battlefield under your control, create a 2/2 white Human Knight creature token with "This creature gets +2/+2 as long as an artifact entered the battlefield under your control this turn."
Crew 2
W
Legendary Artifact — Vehicle
Artifact
6
4WW
6/6
PIP
1
The Wise Mothman
Flying
Whenever The Wise Mothman enters the battlefield or attacks, each player gets a rad counter.
Whenever one or more nonland cards are milled, put a +1/+1 counter on each of up to X target creatures, where X is the number of nonland cards milled this way.
BGU
Legendary Creature — Insect Mutant
Creature
4
1BGU
3/3
PIP
2
The Wise Mothman
Flying
Whenever The Wise Mothman enters the battlefield or attacks, each player gets a rad counter.
Whenever one or more nonland cards are milled, put a +1/+1 counter on each of up to X target creatures, where X is the number of nonland cards milled this way.
BGU
Legendary Creature — Insect Mutant
Creature
4
1BGU
3/3
PIP
2
The Wise Mothman
Flying
Whenever The Wise Mothman enters the battlefield or attacks, each player gets a rad counter.
Whenever one or more nonland cards are milled, put a +1/+1 counter on each of up to X target creatures, where X is the number of nonland cards milled this way.
BGU
Legendary Creature — Insect Mutant
Creature
4
1BGU
3/3
PIP
2
The Wise Mothman
Flying
Whenever The Wise Mothman enters the battlefield or attacks, each player gets a rad counter.
Whenever one or more nonland cards are milled, put a +1/+1 counter on each of up to X target creatures, where X is the number of nonland cards milled this way.
BGU
Legendary Creature — Insect Mutant
Creature
4
1BGU
3/3
PIP
2
The Wise Mothman
Flying
Whenever The Wise Mothman enters the battlefield or attacks, each player gets a rad counter.
Whenever one or more nonland cards are milled, put a +1/+1 counter on each of up to X target creatures, where X is the number of nonland cards milled this way.
BGU
Legendary Creature — Insect Mutant
Creature
4
1BGU
3/3
PIP
2
Thirst for Knowledge
Draw three cards. Then discard two cards unless you discard an artifact card.
U
Instant
Instant
3
2U
PIP
3
Thirst for Knowledge
Draw three cards. Then discard two cards unless you discard an artifact card.
U
Instant
Instant
3
2U
PIP
3
Thought Vessel
You have no maximum hand size.
{T}: Add {C}.
Artifact
Artifact
2
2
PIP
1
Thought Vessel
You have no maximum hand size.
{T}: Add {C}.
Artifact
Artifact
2
2
PIP
1
Three Dog, Galaxy News DJ
Whenever you attack, you may pay {2} and sacrifice an Aura attached to Three Dog, Galaxy News DJ. When you sacrifice an Aura this way, for each other attacking creature you control, create a token that's a copy of that Aura attached to that creature.
RW
Legendary Creature — Human Bard
Creature
3
1RW
1/5
PIP
2
Three Dog, Galaxy News DJ
Whenever you attack, you may pay {2} and sacrifice an Aura attached to Three Dog, Galaxy News DJ. When you sacrifice an Aura this way, for each other attacking creature you control, create a token that's a copy of that Aura attached to that creature.
RW
Legendary Creature — Human Bard
Creature
3
1RW
1/5
PIP
2
Three Dog, Galaxy News DJ
Whenever you attack, you may pay {2} and sacrifice an Aura attached to Three Dog, Galaxy News DJ. When you sacrifice an Aura this way, for each other attacking creature you control, create a token that's a copy of that Aura attached to that creature.
RW
Legendary Creature — Human Bard
Creature
3
1RW
1/5
PIP
2
Three Dog, Galaxy News DJ
Whenever you attack, you may pay {2} and sacrifice an Aura attached to Three Dog, Galaxy News DJ. When you sacrifice an Aura this way, for each other attacking creature you control, create a token that's a copy of that Aura attached to that creature.
RW
Legendary Creature — Human Bard
Creature
3
1RW
1/5
PIP
2
Thrill-Kill Disciple
Squad—{1}, Discard a card. (As an additional cost to cast this spell, you may pay its squad cost any number of times. When this creature enters the battlefield, create that many tokens that are copies of it.)
When Thrill-Kill Disciple dies, create a Junk token.
R
Creature — Human Mercenary
Creature
3
2R
3/2
PIP
2
Thrill-Kill Disciple
Squad—{1}, Discard a card. (As an additional cost to cast this spell, you may pay its squad cost any number of times. When this creature enters the battlefield, create that many tokens that are copies of it.)
When Thrill-Kill Disciple dies, create a Junk token.
R
Creature — Human Mercenary
Creature
3
2R
3/2
PIP
2
Thrill-Kill Disciple
Squad—{1}, Discard a card. (As an additional cost to cast this spell, you may pay its squad cost any number of times. When this creature enters the battlefield, create that many tokens that are copies of it.)
When Thrill-Kill Disciple dies, create a Junk token.
R
Creature — Human Mercenary
Creature
3
2R
3/2
PIP
2
Thrill-Kill Disciple
Squad—{1}, Discard a card. (As an additional cost to cast this spell, you may pay its squad cost any number of times. When this creature enters the battlefield, create that many tokens that are copies of it.)
When Thrill-Kill Disciple dies, create a Junk token.
R
Creature — Human Mercenary
Creature
3
2R
3/2
PIP
2
Tireless Tracker
Landfall — Whenever a land enters the battlefield under your control, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this artifact: Draw a card.")
Whenever you sacrifice a Clue, put a +1/+1 counter on Tireless Tracker.
G
Creature — Human Scout
Creature
3
2G
3/2
PIP
2
Tireless Tracker
Landfall — Whenever a land enters the battlefield under your control, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this artifact: Draw a card.")
Whenever you sacrifice a Clue, put a +1/+1 counter on Tireless Tracker.
G
Creature — Human Scout
Creature
3
2G
3/2
PIP
2
Tireless Tracker
Landfall — Whenever a land enters the battlefield under your control, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this artifact: Draw a card.")
Whenever you sacrifice a Clue, put a +1/+1 counter on Tireless Tracker.
G
Creature — Human Scout
Creature
3
2G
3/2
PIP
2
Tireless Tracker
Landfall — Whenever a land enters the battlefield under your control, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this artifact: Draw a card.")
Whenever you sacrifice a Clue, put a +1/+1 counter on Tireless Tracker.
G
Creature — Human Scout
Creature
3
2G
3/2
PIP
2
Treasure Vault
{T}: Add {C}.
{X}{X}, {T}, Sacrifice Treasure Vault: Create X Treasure tokens.
Artifact Land
Land
0
PIP
0
Treasure Vault
{T}: Add {C}.
{X}{X}, {T}, Sacrifice Treasure Vault: Create X Treasure tokens.
Artifact Land
Land
0
PIP
0
Treasure Vault
{T}: Add {C}.
{X}{X}, {T}, Sacrifice Treasure Vault: Create X Treasure tokens.
Artifact Land
Land
0
PIP
0
Treasure Vault
{T}: Add {C}.
{X}{X}, {T}, Sacrifice Treasure Vault: Create X Treasure tokens.
Artifact Land
Land
0
PIP
0
Unexpected Windfall
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.")
R
Instant
Instant
4
2RR
PIP
3
Unexpected Windfall
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.")
R
Instant
Instant
4
2RR
PIP
3
V.A.T.S.
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
Choose any number of target creatures with equal toughness. Destroy the chosen creatures.
B
Instant
Instant
4
2BB
PIP
3
V.A.T.S.
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
Choose any number of target creatures with equal toughness. Destroy the chosen creatures.
B
Instant
Instant
4
2BB
PIP
3
V.A.T.S.
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
Choose any number of target creatures with equal toughness. Destroy the chosen creatures.
B
Instant
Instant
4
2BB
PIP
3
V.A.T.S.
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
Choose any number of target creatures with equal toughness. Destroy the chosen creatures.
B
Instant
Instant
4
2BB
PIP
3
Valorous Stance
Choose one —
• Target creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
• Destroy target creature with toughness 4 or greater.
W
Instant
Instant
2
1W
PIP
3
Valorous Stance
Choose one —
• Target creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
• Destroy target creature with toughness 4 or greater.
W
Instant
Instant
2
1W
PIP
3
Vandalblast
Destroy target artifact you don't control.
Overload {4}{R} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
R
Sorcery
Sorcery
1
R
PIP
3
Vandalblast
Destroy target artifact you don't control.
Overload {4}{R} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
R
Sorcery
Sorcery
1
R
PIP
3
Vault 101: Birthday Party
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Create a 1/1 white Human Soldier creature token and a Food token. (A Food token is an artifact with "{2}, {T}, Sacrifice this artifact: You gain 3 life.")
II, III — You may put an Aura or Equipment card from your hand or graveyard onto the battlefield. If an Equipment is put onto the battlefield this way, you may attach it to a creature you control.
W
Enchantment — Saga
Enchantment
4
3W
PIP
1
Vault 101: Birthday Party
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Create a 1/1 white Human Soldier creature token and a Food token. (A Food token is an artifact with "{2}, {T}, Sacrifice this artifact: You gain 3 life.")
II, III — You may put an Aura or Equipment card from your hand or graveyard onto the battlefield. If an Equipment is put onto the battlefield this way, you may attach it to a creature you control.
W
Enchantment — Saga
Enchantment
4
3W
PIP
1
Vault 112: Sadistic Simulation
(As this Saga enters the battlefield and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Tap up to one target creature and put a stun counter on it. You get {E}{E} (two energy get counters).
III — Pay any amount of {E}. If you paid one or more {E} this way, shuffle your library, then exile that many cards from the top. You may play one of those cards without paying its mana cost.
RU
Enchantment — Saga
Enchantment
4
2UR
PIP
1
Vault 112: Sadistic Simulation
(As this Saga enters the battlefield and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Tap up to one target creature and put a stun counter on it. You get {E}{E} (two energy get counters).
III — Pay any amount of {E}. If you paid one or more {E} this way, shuffle your library, then exile that many cards from the top. You may play one of those cards without paying its mana cost.
RU
Enchantment — Saga
Enchantment
4
2UR
PIP
1
Vault 11: Voter's Dilemma
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — For each opponent, you create a 1/1 white Human Soldier creature token.
II, III — Each player secretly votes for up to one creature, then those votes are revealed. If no creature got votes, each player draws a card. Otherwise, destroy each creature with the most votes or tied for most votes.
BW
Enchantment — Saga
Enchantment
4
2WB
PIP
1
Vault 11: Voter's Dilemma
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — For each opponent, you create a 1/1 white Human Soldier creature token.
II, III — Each player secretly votes for up to one creature, then those votes are revealed. If no creature got votes, each player draws a card. Otherwise, destroy each creature with the most votes or tied for most votes.
BW
Enchantment — Saga
Enchantment
4
2WB
PIP
1
Vault 12: The Necropolis
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Each player gets three rad counters.
II — Create X 2/2 black Zombie Mutant creature tokens, where X is the total number of rad counters among players.
III — Put two +1/+1 counters on each creature you control that's a Zombie or Mutant.
B
Enchantment — Saga
Enchantment
6
4BB
PIP
1
Vault 12: The Necropolis
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Each player gets three rad counters.
II — Create X 2/2 black Zombie Mutant creature tokens, where X is the total number of rad counters among players.
III — Put two +1/+1 counters on each creature you control that's a Zombie or Mutant.
B
Enchantment — Saga
Enchantment
6
4BB
PIP
1
Vault 13: Dweller's Journey
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — For each player, exile up to one other target enchantment or creature that player controls until Vault 13 leaves the battlefield.
II — You gain 2 life and scry 2.
III — Return two cards exiled with Vault 13 to the battlefield under their owners' control and put the rest on the bottom of their owners' libraries.
W
Enchantment — Saga
Enchantment
4
3W
PIP
1
Vault 13: Dweller's Journey
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — For each player, exile up to one other target enchantment or creature that player controls until Vault 13 leaves the battlefield.
II — You gain 2 life and scry 2.
III — Return two cards exiled with Vault 13 to the battlefield under their owners' control and put the rest on the bottom of their owners' libraries.
W
Enchantment — Saga
Enchantment
4
3W
PIP
1
Vault 21: House Gambit
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Discard a card, then draw a card.
III — Reveal up to five nonland cards from your hand. For each of those cards that has the same mana value as another card revealed this way, create a Treasure token.
R
Enchantment — Saga
Enchantment
2
1R
PIP
1
Vault 21: House Gambit
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Discard a card, then draw a card.
III — Reveal up to five nonland cards from your hand. For each of those cards that has the same mana value as another card revealed this way, create a Treasure token.
R
Enchantment — Saga
Enchantment
2
1R
PIP
1
Vault 75: Middle School
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Exile all creatures with power 4 or greater.
II, III — Put a +1/+1 counter on each creature you control.
W
Enchantment — Saga
Enchantment
4
2WW
PIP
1
Vault 75: Middle School
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Exile all creatures with power 4 or greater.
II, III — Put a +1/+1 counter on each creature you control.
W
Enchantment — Saga
Enchantment
4
2WW
PIP
1
Vault 87: Forced Evolution
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Gain control of target non-Mutant creature for as long as you control Vault 87.
II — Put a +1/+1 counter on target creature you control. It becomes a Mutant in addition to its other types.
III — Draw cards equal to the greatest power among Mutants you control.
GU
Enchantment — Saga
Enchantment
5
3GU
PIP
1
Vault 87: Forced Evolution
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Gain control of target non-Mutant creature for as long as you control Vault 87.
II — Put a +1/+1 counter on target creature you control. It becomes a Mutant in addition to its other types.
III — Draw cards equal to the greatest power among Mutants you control.
GU
Enchantment — Saga
Enchantment
5
3GU
PIP
1
Veronica, Dissident Scribe
Menace
Whenever Veronica, Dissident Scribe attacks, you may discard a card. If you do, draw a card.
Whenever you discard one or more nonland cards for the first time each turn, create a Junk token. (It's an artifact with "{T}, Sacrifice this artifact: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
R
Legendary Creature — Human Artificer Rogue
Creature
3
2R
3/3
PIP
2
Veronica, Dissident Scribe
Menace
Whenever Veronica, Dissident Scribe attacks, you may discard a card. If you do, draw a card.
Whenever you discard one or more nonland cards for the first time each turn, create a Junk token. (It's an artifact with "{T}, Sacrifice this artifact: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
R
Legendary Creature — Human Artificer Rogue
Creature
3
2R
3/3
PIP
2
Veronica, Dissident Scribe
Menace
Whenever Veronica, Dissident Scribe attacks, you may discard a card. If you do, draw a card.
Whenever you discard one or more nonland cards for the first time each turn, create a Junk token. (It's an artifact with "{T}, Sacrifice this artifact: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
R
Legendary Creature — Human Artificer Rogue
Creature
3
2R
3/3
PIP
2
Veronica, Dissident Scribe
Menace
Whenever Veronica, Dissident Scribe attacks, you may discard a card. If you do, draw a card.
Whenever you discard one or more nonland cards for the first time each turn, create a Junk token. (It's an artifact with "{T}, Sacrifice this artifact: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
R
Legendary Creature — Human Artificer Rogue
Creature
3
2R
3/3
PIP
2
Vexing Radgull
Flying
Whenever Vexing Radgull deals combat damage to a player, that player gets two rad counters if they don't have any rad counters. Otherwise, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
U
Creature — Bird Mutant
Creature
2
1U
1/2
PIP
2
Vexing Radgull
Flying
Whenever Vexing Radgull deals combat damage to a player, that player gets two rad counters if they don't have any rad counters. Otherwise, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
U
Creature — Bird Mutant
Creature
2
1U
1/2
PIP
2
Vigor
Trample
If damage would be dealt to another creature you control, prevent that damage. Put a +1/+1 counter on that creature for each 1 damage prevented this way.
When Vigor is put into a graveyard from anywhere, shuffle it into its owner's library.
G
Creature — Elemental Incarnation
Creature
6
3GGG
6/6
PIP
2
Vigor
Trample
If damage would be dealt to another creature you control, prevent that damage. Put a +1/+1 counter on that creature for each 1 damage prevented this way.
When Vigor is put into a graveyard from anywhere, shuffle it into its owner's library.
G
Creature — Elemental Incarnation
Creature
6
3GGG
6/6
PIP
2
Viridescent Bog
{1}, {T}: Add {B}{G}.
Land
Land
0
PIP
0
Viridescent Bog
{1}, {T}: Add {B}{G}.
Land
Land
0
PIP
0
Viridescent Bog
{1}, {T}: Add {B}{G}.
Land
Land
0
PIP
0
Viridescent Bog
{1}, {T}: Add {B}{G}.
Land
Land
0
PIP
0
Wake the Past
Return all artifact cards from your graveyard to the battlefield. They gain haste until end of turn.
RW
Sorcery
Sorcery
7
5RW
PIP
3
Wake the Past
Return all artifact cards from your graveyard to the battlefield. They gain haste until end of turn.
RW
Sorcery
Sorcery
7
5RW
PIP
3
Wake the Past
Return all artifact cards from your graveyard to the battlefield. They gain haste until end of turn.
RW
Sorcery
Sorcery
7
5RW
PIP
3
Wake the Past
Return all artifact cards from your graveyard to the battlefield. They gain haste until end of turn.
RW
Sorcery
Sorcery
7
5RW
PIP
3
Walking Ballista
Walking Ballista enters the battlefield with X +1/+1 counters on it.
{4}: Put a +1/+1 counter on Walking Ballista.
Remove a +1/+1 counter from Walking Ballista: It deals 1 damage to any target.
Artifact Creature — Construct
Creature
0
XX
0/0
PIP
2
Walking Ballista
Walking Ballista enters the battlefield with X +1/+1 counters on it.
{4}: Put a +1/+1 counter on Walking Ballista.
Remove a +1/+1 counter from Walking Ballista: It deals 1 damage to any target.
Artifact Creature — Construct
Creature
0
XX
0/0
PIP
2
War Room
{T}: Add {C}.
{3}, {T}, Pay life equal to the number of colors in your commanders' color identity: Draw a card.
Land
Land
0
PIP
0
Wasteland
{T}: Add {C}.
{T}, Sacrifice Wasteland: Destroy target nonbasic land.
Land
Land
0
PIP
0
Wasteland
{T}: Add {C}.
{T}, Sacrifice Wasteland: Destroy target nonbasic land.
Land
Land
0
PIP
0
Wasteland Raider
Squad {2} (As an additional cost to cast this spell, you may pay {2} any number of times. When this creature enters the battlefield, create that many tokens that are copies of it.)
When Wasteland Raider enters the battlefield, each player sacrifices a creature.
B
Creature — Human Mercenary
Creature
4
2BB
4/3
PIP
2
Wasteland Raider
Squad {2} (As an additional cost to cast this spell, you may pay {2} any number of times. When this creature enters the battlefield, create that many tokens that are copies of it.)
When Wasteland Raider enters the battlefield, each player sacrifices a creature.
B
Creature — Human Mercenary
Creature
4
2BB
4/3
PIP
2
Wasteland Raider
Squad {2} (As an additional cost to cast this spell, you may pay {2} any number of times. When this creature enters the battlefield, create that many tokens that are copies of it.)
When Wasteland Raider enters the battlefield, each player sacrifices a creature.
B
Creature — Human Mercenary
Creature
4
2BB
4/3
PIP
2
Wasteland Raider
Squad {2} (As an additional cost to cast this spell, you may pay {2} any number of times. When this creature enters the battlefield, create that many tokens that are copies of it.)
When Wasteland Raider enters the battlefield, each player sacrifices a creature.
B
Creature — Human Mercenary
Creature
4
2BB
4/3
PIP
2
Watchful Radstag
Evolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)
Whenever Watchful Radstag evolves, create a token that's a copy of it.
G
Creature — Elk Mutant
Creature
3
2G
2/2
PIP
2
Watchful Radstag
Evolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)
Whenever Watchful Radstag evolves, create a token that's a copy of it.
G
Creature — Elk Mutant
Creature
3
2G
2/2
PIP
2
Watchful Radstag
Evolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)
Whenever Watchful Radstag evolves, create a token that's a copy of it.
G
Creature — Elk Mutant
Creature
3
2G
2/2
PIP
2
Watchful Radstag
Evolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)
Whenever Watchful Radstag evolves, create a token that's a copy of it.
G
Creature — Elk Mutant
Creature
3
2G
2/2
PIP
2
Wayfarer's Bauble
{2}, {T}, Sacrifice Wayfarer's Bauble: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Artifact
Artifact
1
1
PIP
1
Wayfarer's Bauble
{2}, {T}, Sacrifice Wayfarer's Bauble: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Artifact
Artifact
1
1
PIP
1
Wear
Destroy target artifact.
Fuse (You may cast one or both halves of this card from your hand.)
RW
Instant
Instant
3
1R
PIP
3
Tear
Destroy target enchantment.
Fuse (You may cast one or both halves of this card from your hand.)
RW
Instant
Instant
3
W
PIP
3
Wear
Destroy target artifact.
Fuse (You may cast one or both halves of this card from your hand.)
RW
Instant
Instant
3
1R
PIP
3
Tear
Destroy target enchantment.
Fuse (You may cast one or both halves of this card from your hand.)
RW
Instant
Instant
3
W
PIP
3
Well Rested
Enchant creature
Enchanted creature has "Whenever this creature becomes untapped, put two +1/+1 counters on it, then you gain 2 life and draw a card. This ability triggers only once each turn."
G
Enchantment — Aura
Enchantment
2
1G
PIP
1
Well Rested
Enchant creature
Enchanted creature has "Whenever this creature becomes untapped, put two +1/+1 counters on it, then you gain 2 life and draw a card. This ability triggers only once each turn."
G
Enchantment — Aura
Enchantment
2
1G
PIP
1
Whirler Rogue
When Whirler Rogue enters the battlefield, create two 1/1 colorless Thopter artifact creature tokens with flying.
Tap two untapped artifacts you control: Target creature can't be blocked this turn.
U
Creature — Human Rogue Artificer
Creature
4
2UU
2/2
PIP
2
Whirler Rogue
When Whirler Rogue enters the battlefield, create two 1/1 colorless Thopter artifact creature tokens with flying.
Tap two untapped artifacts you control: Target creature can't be blocked this turn.
U
Creature — Human Rogue Artificer
Creature
4
2UU
2/2
PIP
2
White Glove Gourmand
When White Glove Gourmand enters the battlefield, create two 1/1 white Human Soldier creature tokens.
At the beginning of your end step, if another Human died under your control this turn, create a Food token.
BW
Creature — Human Noble
Creature
4
2WB
2/2
PIP
2
White Glove Gourmand
When White Glove Gourmand enters the battlefield, create two 1/1 white Human Soldier creature tokens.
At the beginning of your end step, if another Human died under your control this turn, create a Food token.
BW
Creature — Human Noble
Creature
4
2WB
2/2
PIP
2
Wild Growth
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional {G}.
G
Enchantment — Aura
Enchantment
1
G
PIP
1
Wild Growth
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional {G}.
G
Enchantment — Aura
Enchantment
1
G
PIP
1
Wild Wasteland
Skip your draw step.
At the beginning of your upkeep, exile the top two cards of your library. You may play those cards this turn.
R
Enchantment
Enchantment
3
2R
PIP
1
Wild Wasteland
Skip your draw step.
At the beginning of your upkeep, exile the top two cards of your library. You may play those cards this turn.
R
Enchantment
Enchantment
3
2R
PIP
1
Wild Wasteland
Skip your draw step.
At the beginning of your upkeep, exile the top two cards of your library. You may play those cards this turn.
R
Enchantment
Enchantment
3
2R
PIP
1
Wild Wasteland
Skip your draw step.
At the beginning of your upkeep, exile the top two cards of your library. You may play those cards this turn.
R
Enchantment
Enchantment
3
2R
PIP
1
Windbrisk Heights
Hideaway 4 (When this land enters the battlefield, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
Windbrisk Heights enters the battlefield tapped.
{T}: Add {W}.
{W}, {T}: You may play the exiled card without paying its mana cost if you attacked with three or more creatures this turn.
Land
Land
0
PIP
1
0
Windbrisk Heights
Hideaway 4 (When this land enters the battlefield, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
Windbrisk Heights enters the battlefield tapped.
{T}: Add {W}.
{W}, {T}: You may play the exiled card without paying its mana cost if you attacked with three or more creatures this turn.
Land
Land
0
PIP
1
0
Windbrisk Heights
Hideaway 4 (When this land enters the battlefield, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
Windbrisk Heights enters the battlefield tapped.
{T}: Add {W}.
{W}, {T}: You may play the exiled card without paying its mana cost if you attacked with three or more creatures this turn.
Land
Land
0
PIP
1
0
Windbrisk Heights
Hideaway 4 (When this land enters the battlefield, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
Windbrisk Heights enters the battlefield tapped.
{T}: Add {W}.
{W}, {T}: You may play the exiled card without paying its mana cost if you attacked with three or more creatures this turn.
Land
Land
0
PIP
1
0
Winding Constrictor
If one or more counters would be put on an artifact or creature you control, that many plus one of each of those kinds of counters are put on that permanent instead.
If you would get one or more counters, you get that many plus one of each of those kinds of counters instead.
BG
Creature — Snake
Creature
2
BG
2/3
PIP
2
Winding Constrictor
If one or more counters would be put on an artifact or creature you control, that many plus one of each of those kinds of counters are put on that permanent instead.
If you would get one or more counters, you get that many plus one of each of those kinds of counters instead.
BG
Creature — Snake
Creature
2
BG
2/3
PIP
2
Woodland Cemetery
Woodland Cemetery enters the battlefield tapped unless you control a Swamp or a Forest.
{T}: Add {B} or {G}.
Land
Land
0
PIP
1
0
Woodland Cemetery
Woodland Cemetery enters the battlefield tapped unless you control a Swamp or a Forest.
{T}: Add {B} or {G}.
Land
Land
0
PIP
1
0
Woodland Cemetery
Woodland Cemetery enters the battlefield tapped unless you control a Swamp or a Forest.
{T}: Add {B} or {G}.
Land
Land
0
PIP
1
0
Woodland Cemetery
Woodland Cemetery enters the battlefield tapped unless you control a Swamp or a Forest.
{T}: Add {B} or {G}.
Land
Land
0
PIP
1
0
Yes Man, Personal Securitron
{T}: Target opponent gains control of Yes Man, Personal Securitron. When they do, you draw two cards and put a quest counter on Yes Man. Activate only during your turn.
Wild Card — When Yes Man leaves the battlefield, its owner creates a tapped 1/1 white Soldier creature token for each quest counter on it.
W
Legendary Artifact Creature — Robot
Creature
3
2W
2/2
PIP
2
Yes Man, Personal Securitron
{T}: Target opponent gains control of Yes Man, Personal Securitron. When they do, you draw two cards and put a quest counter on Yes Man. Activate only during your turn.
Wild Card — When Yes Man leaves the battlefield, its owner creates a tapped 1/1 white Soldier creature token for each quest counter on it.
W
Legendary Artifact Creature — Robot
Creature
3
2W
2/2
PIP
2
Yes Man, Personal Securitron
{T}: Target opponent gains control of Yes Man, Personal Securitron. When they do, you draw two cards and put a quest counter on Yes Man. Activate only during your turn.
Wild Card — When Yes Man leaves the battlefield, its owner creates a tapped 1/1 white Soldier creature token for each quest counter on it.
W
Legendary Artifact Creature — Robot
Creature
3
2W
2/2
PIP
2
Yes Man, Personal Securitron
{T}: Target opponent gains control of Yes Man, Personal Securitron. When they do, you draw two cards and put a quest counter on Yes Man. Activate only during your turn.
Wild Card — When Yes Man leaves the battlefield, its owner creates a tapped 1/1 white Soldier creature token for each quest counter on it.
W
Legendary Artifact Creature — Robot
Creature
3
2W
2/2
PIP
2
Young Deathclaws
Menace (This creature can't be blocked except by two or more creatures.)
Each creature card in your graveyard has scavenge. The scavenge cost is equal to its mana cost. (Exile a creature card from your graveyard and pay its mana cost: Put a number of +1/+1 counters equal to that card's power on target creature. Scavenge only as a sorcery.)
BG
Creature — Lizard Mutant
Creature
4
2BG
4/2
PIP
2
Young Deathclaws
Menace (This creature can't be blocked except by two or more creatures.)
Each creature card in your graveyard has scavenge. The scavenge cost is equal to its mana cost. (Exile a creature card from your graveyard and pay its mana cost: Put a number of +1/+1 counters equal to that card's power on target creature. Scavenge only as a sorcery.)
BG
Creature — Lizard Mutant
Creature
4
2BG
4/2
PIP
2