Cockatrice/Magic-Spoiler 2024-03-06 08:13:18 (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 it, 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 it, 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 to 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 to 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 to 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 to 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 pays 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 creature 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 pays 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 creature 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 pays 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 creature 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 pays 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 creature 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 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 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 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 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