Nashua, NH
Cards Tracked
7219
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Legendary Creature β Demon Kraken
Companion β Your starting deck contains only cards with even mana values. (If this card is your chosen companion, you may put it into your hand from outside the game for {3} as a sorcery.) When Gyruda enters, each player mills four cards. Put a creature card with an even mana value from among the milled cards onto the battlefield under your control.

Sorcery
Create a 2/2 green Bird creature token with "Whenever a land you control enters, this token gets +1/+0 until end of turn." Flashback {6}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Creature β Troll Berserker
Boast β {1}{R}: This creature deals 1 damage to any target. (Activate only if this creature attacked this turn and only once each turn.)

Instant
Hail Storm deals 2 damage to each attacking creature and 1 damage to you and each creature you control.

Snow Creature β Angel Wizard
Flying, trample {S}{S}: This creature gets +2/+2 until end of turn. ({S} can be paid with one mana from a snow source.)

Legendary Creature β Human Wizard
Flying {U}{U}: Return target Aura card from your graveyard to the battlefield attached to Hakim. Activate only during your upkeep and only if Hakim isn't enchanted. {U}{U}, {T}: Destroy all Auras attached to Hakim.

Legendary Creature β Human Warrior
Haktos attacks each combat if able. As Haktos enters, choose 2, 3, or 4 at random. Haktos has protection from each mana value other than the chosen number.

Legendary Creature β Human Ranger
Reach (This creature can block creatures with flying.) First strike (This creature deals combat damage before creatures without first strike.) At the beginning of combat on your turn, put X +1/+1 counters on another target creature you control, where X is Halana and Alena's power. That creature gains haste until end of turn.

Legendary Creature β Human Wizard
Partner with Pako, Arcane Retriever (When this creature enters, target player may put Pako into their hand from their library, then shuffle.) You may play lands and cast noncreature spells from among cards you exiled that have fetch counters on them, and you may spend mana as though it were mana of any color to cast those spells.

Land
This land enters tapped. When this land enters, look at the top three cards of your library, then put them back in any order. {T}: Add {U}.

Creature β Lizard Shaman
Haste {1}{R}, {T}: Target creature can't block this turn.

World Enchantment
At the beginning of each player's upkeep, that player chooses a color. Until end of turn, lands tapped for mana produce mana of the chosen color instead of any other color.

Land
If you control two or more other lands, this land enters tapped. {T}: Add {U}. {5}{U}: Until end of turn, this land becomes a 7/7 blue Giant creature with ward {3}. It's still a land. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays {3}.)

Legendary Artifact
As Hall of Triumph enters, choose a color. Creatures you control of the chosen color get +1/+1.

Sorcery
Put all creatures on the bottom of their owners' libraries.

Enchantment
As long as you control seven or more enchantments, creatures you control have flying and vigilance. Whenever you cast an enchantment spell, create a white Spirit Cleric creature token with "This token's power and toughness are each equal to the number of Spirits you control."

Sorcery
Exile target nonlegendary creature, then return it to the battlefield under its owner's control. If it entered under your control, put a +1/+1 counter on it. Otherwise, tap it. Flashback {1}{W}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Land
Cumulative upkeep {1} (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) Creatures that attacked during their controller's last turn can't attack.

Creature β Demon
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) When this creature enters, destroy target Angel.

Artifact Creature β Insect
{2}, Exile this card from your graveyard: Create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")

Legendary Creature β Human Wizard
Room abilities of dungeons you own trigger an additional time.

Creature β Giant Warrior
Whenever another creature enters, you may put X +1/+1 counters on this creature, where X is that creature's power.

Creature β Giant
Bargain (You may sacrifice an artifact, enchantment, or token as you cast this spell.) This spell costs {2} less to cast if it's bargained. Trample When this creature enters, you gain 3 life.

Enchantment β Aura
Enchant creature When this Aura enters, target creature can't block this turn. Enchanted creature gets +1/+1 and has haste.

Legendary Land
{T}: Add {R}. {T}: Target creature loses all landwalk abilities until end of turn.

Sorcery
Destroy target nonblack creature.

Creature β Human Samurai
Protection from black Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)

Artifact
{2}, {T}: Create a 2/2 colorless Homunculus creature token. It must be represented by a unique hand and two fingers at all times, or it ceases to exist.

Creature β Spirit
Flying When this creature enters, create a 1/1 white Spirit creature token with flying. {3}{W}, Exile this creature: Exile target creature.

Legendary Creature β Human Artificer
{1}{W}{U}, {T}: Return target artifact or enchantment card from your graveyard to your hand.

Legendary Creature β Human Cleric
Whenever Hapatra deals combat damage to a player, you may put a -1/-1 counter on target creature. Whenever you put one or more -1/-1 counters on a creature, create a 1/1 green Snake creature token with deathtouch.

Enchantment
When this enchantment enters, choose four nonenchantment permanents you don't control and put an aim counter on each of them. At the beginning of your end step, if two or more permanents you don't control have an aim counter on them, destroy one of those permanents at random.

Enchantment
When this enchantment enters, each player gains 5 life and draws a card. At the beginning of your upkeep, if there are five colors among permanents you control, there are six or more card types among permanents you control and/or cards in your graveyard, and your life total is greater than or equal to your starting life total, you win the game.

Creature β Human Druid Ally
{T}: Add X mana of any one color, where X is the number of Allies you control.

Legendary Creature β Elf Warrior
Menace (This creature can't be blocked except by two or more creatures.) When Harald enters, look at the top five cards of your library. You may reveal an Elf, Warrior, or Tyvar card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

Enchantment β Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I β Mill three cards. You may put an Elf or Tyvar card from your graveyard onto the battlefield. II β Put a +1/+1 counter on each Elf you control. III β Whenever an Elf you control attacks this turn, target creature an opponent controls gets -1/-1 until end of turn.

Creature β Dragon
Flying {2}{R}: This creature deals 1 damage to each creature without flying. {2}{G}: This creature deals 1 damage to each other creature with flying.

Creature β Merfolk Wizard
Nonbasic lands are Islands.

Creature β Merfolk Wizard
You may cast this spell as though it had flash if you pay {2} more to cast it. (You may cast it any time you could cast an instant.) When this creature enters, you may return target tapped creature an opponent controls to its owner's hand.

Creature β Plant Rogue
{T}: Add one mana of any color. Whenever you commit a crime, untap this creature. This ability triggers only once each turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)

Artifact β Contraption
Whenever you crank this Contraption, roll two six-sided dice. This Contraption assembles a number of Contraptions equal to the difference between those results. (To assemble a Contraption, put the top card of your Contraption deck face up onto one of your sprockets.)

Creature β Archon
Flying Non-Archon creatures have base power and toughness 3/3. When this creature enters, create two 1/1 white Human creature tokens.
Sorcery
Draw three cards.

Instant
Exchange your hand and graveyard. Exile Harness Infinity.

Enchantment
Whenever you cast an instant or sorcery spell from your hand, you may cast target card with the same name as that spell from your graveyard. (You still pay its costs.)

Creature β Snake Warrior

Enchantment
As this enchantment enters, choose a color. If an instant or sorcery spell of the chosen color would deal damage to you, it deals that damage to its controller instead.

Creature β Demon
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) Whenever another nontoken creature dies, you may draw a card.

Sorcery
Search your library for up to X basic land cards, where X is the number of tapped creatures you control, put those cards onto the battlefield tapped, then shuffle.

Creature β Ogre
Whenever this creature attacks, it deals 3 damage to you unless you pay {2}.

Instant
Target creature gets +3/+1 and gains haste until end of turn. Exile the top card of your library. You may play it until your next end step.

Creature β Spider
Reach Undergrowth β When you cast this spell, reveal the top X cards of your library, where X is the number of creature cards in your graveyard. You may put a green permanent card with mana value X or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order.

Enchantment
When this enchantment is put into a graveyard from the battlefield, draw three cards.

Creature β Djinn
Flying Haughty Djinn's power is equal to the number of instant and sorcery cards in your graveyard. Instant and sorcery spells you cast cost {1} less to cast.

Artifact β Equipment
Equipped creature gets +4/+4. {0}: Until end of turn, this permanent becomes a 4/4 Spirit artifact creature that's no longer an Equipment. Activate only if you control no creatures. Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.)

Sorcery
Exile all cards from target player's graveyard other than basic land cards. For each card exiled this way, search that player's library for all cards with the same name as that card and exile them. Then that player shuffles.

Creature β Human Wizard
{2}{U}, {T}, Exile a creature card from your graveyard: Create a 2/2 black Zombie creature token, then put a +1/+1 counter on each Zombie creature you control.
Land
This land enters tapped. {T}: Add {G}. {T}, Sacrifice this land: Add {G}{G}.