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Enchantment — Aura
Enchant creature As long as enchanted creature is blue, it gets +1/+1 and has shroud. (It can't be the target of spells or abilities.) As long as enchanted creature is red, it gets +1/+1 and has haste.

Enchantment
Whenever you cast a multicolored instant or sorcery spell, you may pay {1}. If you do, copy that spell. You may choose new targets for the copy.

Creature — Human Flagbearer
While an opponent is choosing targets as part of casting a spell they control or activating an ability they control, that player must choose at least one Flagbearer on the battlefield if able.

Creature — Human Knight
Flying 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.)

Creature — Minotaur Berserker
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.) Trample

Creature — Elemental
When this creature enters, if you cast it from your hand, add {R}{R}{R}.

Artifact Creature — Wall
Defender This creature gets +2/+0 as long as you control an Island. {2}, {T}: Surveil 1. (Look at the top card of your library. You may put that card into your graveyard.)

Creature — Human Pirate
Trample Whenever this creature attacks, it gets +1/+0 until end of turn for each land defending player controls. Encore {4}{R}{R} ({4}{R}{R}, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)

Creature — Raccoon
Descend 4 — When this creature enters, if there are four or more permanent cards in your graveyard, return target permanent card from your graveyard to your hand.

Sorcery
You may reveal an Eldrazi card you own from outside the game or choose a face-up Eldrazi card you own in exile. Put that card into your hand.

Creature — Zombie Horse
As an additional cost to cast this spell, exile a creature card from your graveyard. {3}{U}, Exile this card from your graveyard: Draw a card.

Artifact — Equipment
Equipped creature has flying. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)

Instant — Trap
If a noncreature permanent under your control was destroyed this turn by a spell or ability an opponent controlled, you may pay {G} rather than pay this spell's mana cost. Create four 1/1 green Snake creature tokens.

Legendary Artifact Creature — Book Construct
You can't cast permanent spells. {4}, {T}: Add {W}{U}{B}{R}{G}. When you next cast a spell this turn, exile cards from the top of your library until you exile an instant or sorcery card with lesser mana value. Until end of turn, you may cast that card without paying its mana cost. Put each other card exiled this way on the bottom of your library in a random order.
Legendary Artifact Creature — Book Construct
You can't cast permanent spells. {4}, {T}: Add {W}{U}{B}{R}{G}. When you next cast a spell this turn, exile cards from the top of your library until you exile an instant or sorcery card with lesser mana value. Until end of turn, you may cast that card without paying its mana cost. Put each other card exiled this way on the bottom of your library in a random order.

Sorcery
Target player mills four cards. You draw a card for each creature card put into their graveyard this way.
Enchantment — Aura
Enchant creature You control enchanted creature. Enchanted creature has base power and toughness 1/1, has deathtouch, and is an Assassin in addition to its other types.

Creature — Lhurgoyf
Flying Cognivore's power and toughness are each equal to the number of instant cards in all graveyards.

Artifact Creature — Construct
Draft this card face up. As you draft a card, you may remove it from the draft face down. (Those cards aren't in your card pool.) This creature enters with X +1/+1 counters on it, where X is the number of cards you removed from the draft with cards named Cogwork Grinder.

Artifact Creature — Gnome
Flash When this creature enters, target creature an opponent controls gets -2/-0 until end of turn.

Creature — Snake Elf Druid
When this creature enters, reveal the top card of your library. If it's a land card, put it onto the battlefield. Otherwise, put that card into your hand.
Creature — Snake Elf Druid
When this creature enters, reveal the top card of your library. If it's a land card, put it onto the battlefield. Otherwise, put that card into your hand.
Creature — Snake Elf Druid
When this creature enters, reveal the top card of your library. If it's a land card, put it onto the battlefield. Otherwise, put that card into your hand.

Sorcery
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.) Return target creature card from your graveyard to the battlefield. Then if the gift was promised and that creature isn't legendary, create a token that's a copy of that creature, except it's 1/1.

Creature — Snake Ninja
Ninjutsu {1}{G} ({1}{G}, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.) Whenever this creature deals combat damage to a player, put a +1/+1 counter on target creature you control that doesn't have a +1/+1 counter on it.
Creature — Snake Ninja
Ninjutsu {1}{G} ({1}{G}, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.) Whenever this creature deals combat damage to a player, put a +1/+1 counter on target creature you control that doesn't have a +1/+1 counter on it.

Creature — Spirit Detective
Flying When this creature dies, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")

Creature — Merfolk Rogue
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) Whenever this creature deals combat damage to a player, you may draw that many cards.

Instant
Destroy target creature with toughness 4 or greater.

Sorcery
Exile the top six cards of your library. You may cast up to two sorcery spells with mana value 3 or less from among them without paying their mana costs. Put the exiled cards not cast this way on the bottom of your library in a random order.

Enchantment
Creatures you control get +3/+3.

Sorcery
Escalate—Discard a card. (Pay this cost for each mode chosen beyond the first.) Choose one or more — • Target opponent reveals their hand. You choose an instant or sorcery card from it. That player discards that card. • Target creature gets -2/-2 until end of turn. • Target opponent loses 2 life and you gain 2 life.
Sorcery
Escalate—Discard a card. (Pay this cost for each mode chosen beyond the first.) Choose one or more — • Target opponent reveals their hand. You choose an instant or sorcery card from it. That player discards that card. • Target creature gets -2/-2 until end of turn. • Target opponent loses 2 life and you gain 2 life.

Sorcery
Escalate {1} (Pay this cost for each mode chosen beyond the first.) Choose one or more — • Target player discards all the cards in their hand, then draws that many cards. • Collective Defiance deals 4 damage to target creature. • Collective Defiance deals 3 damage to target opponent or planeswalker.

Enchantment
Domain — Creatures can't attack you unless their controller pays {X} for each creature they control that's attacking you, where X is the number of basic land types among lands you control.

Sorcery
Draw a card for each creature you control.

Artifact
When this artifact enters, tap up to one target creature and put two stun counters on it. (If a permanent with a stun counter would become untapped, remove one from it instead.) {3}{U}, {T}: Tap target creature.

Instant // Instant

Creature — Dinosaur
Reach, trample

Artifact — Equipment
Living weapon (When this Equipment enters, create a 0/0 black Phyrexian Germ creature token, then attach this to it.) Equipped creature gets +6/+6 and has trample. Equip {3}{G}{G}

Creature — Dinosaur
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)

Instant
Kicker {R} (You may pay an additional {R} as you cast this spell.) Target creature gets +3/+3 until end of turn. If this spell was kicked, instead that creature gets +4/+4 and gains trample and haste until end of turn.

Instant
Strive — This spell costs {1}{G} more to cast for each target beyond the first. Any number of target creatures each get +2/+2 until end of turn. Untap those creatures.

Creature — Whale
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) Whenever this creature attacks, you may exile target creature defending player controls until this creature leaves the battlefield. (That creature returns under its owner's control.)

Legendary Creature — Mutant Hero
During your turn, Colossus has indestructible. (Damage and effects that say "destroy" don't destroy him.) Other Mutants you control get +1/+1.

Artifact Creature — Construct
{2}, Sacrifice this creature: Draw a card. Unearth {U} ({U}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)

Sorcery
Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Open an Attraction. (Put the top card of your Attraction deck onto the battlefield.)

Instant
Target creature gets +1/+0 and gains first strike until end of turn. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)

Legendary Creature — Human Soldier
Whenever you attack, spells you cast from exile this turn cost {X} less to cast, where X is the number of players being attacked. Exile the top X cards of your library. Until end of turn, you may cast spells from among those exiled cards.
Legendary Creature — Human Soldier
Whenever you attack, spells you cast from exile this turn cost {X} less to cast, where X is the number of players being attacked. Exile the top X cards of your library. Until end of turn, you may cast spells from among those exiled cards.

Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and has first strike and "Whenever this creature deals combat damage to a player, create a 1/1 white Human Soldier creature token."

Sorcery
Choose two — • Open an Attraction. (Put the top card of your Attraction deck onto the battlefield.) • Roll to visit your Attractions. • You get {TK}{TK}. • You may put a sticker on a nonland permanent you own.

Land
{T}: Add one mana of any color in your commander's color identity.

Instant
This spell can't be countered. Draw two cards, then amass Zombies X, where X is the number of cards in your hand. (Put X +1/+1 counters on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)
Enchantment
When this enchantment enters, any number of target opponents each draw a card. Put an ingredient counter on this enchantment, then put an ingredient counter on it for each card drawn this way. Whenever you cast a creature spell, that creature enters with X additional +1/+1 counters on it, where X is the number of ingredient counters on this enchantment.

Sorcery
Look at the top five cards of your library. You may reveal a Dinosaur or land card from among them and put it into your hand. Put the rest on the bottom of your library in any order.

Sorcery
Look at the top five cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in any order.

Sorcery
Look at the top four cards of your library. You may reveal an enchantment or land card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

Artifact Creature — Gnome
When this creature enters, you may search your library for a basic land card or Cave card, reveal it, then shuffle and put that card on top.