Magic the Gathering
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25
Characters Joined
Unknown Event
Released Feb. 15, 2023
UNK
Cards
All cards in Unknown Event.
The Whiteboarder{1}{U}White-bordered creatures you control get +1/+1.Whenever you cast a creature spell, note its power, toughness, or one of its abilities. (Perhaps write on something you can reuse infinitely.)
{6}, {T}: Create a white-bordered blue Elemental creature token. It has noted power and toughness and up to two noted abilities. Erase whatever text you use this way. 1/3 Lord of Atlanta{U}{U}Other Merfolk and playtest creatures you control get +1/+1 and have townwalk. (They can't be blocked as long as defending player controls a Town.) 2/2 The Goblin Sparring GroundsThe Goblin Sparring Grounds enters tapped.
{T}: Add {B} or {R}. If this mana is spent to cast a Goblin spell, you get an experience counter.
{B}{R}: Until end of turn, The Goblin Sparring Grounds becomes a Goblin creature in addition to its other types and gains "This creature's power and toughness are each equal to the number of experience counters you have."
The Goblin Sparring Grounds can be your commander.
A-Town{T}: Add {C}. If you're in a city that starts with an A, instead add one mana of any color.
Blustering BarnyardStorm (Pretend it works on a land.){T}: Add one mana of any color and lose life equal to the number of barnyards you control.
Channelstorm — {5}, Discard this card: Choose {P} worth of modes equal to the number of spells that have been cast this turn.
{P} — Create a 1/1 white Bird token with flying.
{P}{P} — Create a 2/2 white Horse token with horsemanship.
{P}{P}{P} — Create a 3/3 green Ox token with trample. ______When you play this land for the first time, its name forever becomes a creature type and a noncreature card type of your choice belonging to your first name. (For example, Gavin's Dragon and Sorceries. Make sure to fill in the name so everyone knows where they're shopping.)
{T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast spells of the chosen types or spells whose names begin with the first letter of your name.
Noyd, Keeper of the Void{B}When Noyd enters, if you don't have a timer running, start a 30-minute timer. When it runs out, Noyd delivers himself and all Food tokens you control to exile. You can't cast Noyd or create Food tokens for the rest of the game.Void—At the beginning of your end step, if a nonland permanent left the battlefield this turn or a spell was warped this turn, create a Food token. 2/2
Artist Alley{T}: Add {C}{T}: Add one mana of any color signed in this card's art box by someone who has illustrated a printed Magic card. (You can't add colors besides white, blue, black, red, and green. Sorry, purple and orange enjoyers.) The Waffle RestaurantThe Waffle Restaurant can be your commander. If it is, your deck can contain any basic land cards and cards of any color identity that can create Food tokens.
{T}: Add {C}.
{3}, {T}: Target opponent gains control of any number of Foods you control. You draw that many cards and create that many Treasure tokens.
Dialogue Tree{U}Scry 1. When you do, choose one —• Yes, I understand my mission. — Draw a card.
• Could you repeat that again? — Exile Dialogue Tree. Return it to its owner's hand at the beginning of the next end step. Unstickerify{W}Enchant permanent
If enchanted permanent isn't a stickered playtest card, it can't attack or block.
If enchanted permanent is a stickered playtest card, treat it as the card beneath its sticker. If it's unclear without peeling the sticker, treat it as a Wastes. (Mystery Booster playtest cards count as stickered.)
Joraga Peach{G}Landfall — Whenever a land you control enters, put a +1/+1 counter on this artifact.{2}, {T}, Sacrifice this artifact: You gain 1 life for each counter on this artifact. Put its +1/+1 counters onto up to one target creature. Activate only as a sorcery.
Chicago LoopStart your engines!{T}: Add {C}.
Pay X speed: Add X mana in any combination of colors.
{5}, {T}: Create your choice of a 3/1 green Dinosaur Skeleton creature token with trample, a 2/2 orange Bear token with haste, or a 1/1 white Bird token with flying.
Devoted Abzan{B}{5}, {T}: You draw a card and lose 1 life. This ability costs X less to activate, where X is your devotion to Abzan. (Each {W}, {B}, or {G} in the mana cost of permanents you control counts towards your devotion to Abzan.)
1/1
Tarkir Omenpath{T}: Add {C}.{T}: Add one mana of any color. Spend this mana only to cast Omen spells.
{1}, {T}: Add one mana of any color. Moth Herb Elixir{2}{T}: Put an acquired taste counter on this artifact.
{T}, Sacrifice this artifact: You draw two cards and lose 4 life. Then you gain 1 life for each acquired taste counter on this artifact.
Fear (split card) // Loathing{1}{B}Each player loses 2 life. Draw a card.Fuse (You may cast one or both halves of this card from your hand.)
Item Crate{2}{1}, {T}, Sacrifice this artifact: Create a tapped colorless token at random with the listed name and ability.• Banana with "{T}, Sacrifice this token: Add {R} or {G}. You gain 2 life."
• Shell with "{T}, Sacrifice this token: It deals 2 damage to any target."
• Star with "{T}, Sacrifice this token: Target creature gains deathtouch and indestructible until end of turn."
• Best Shell with "{T}, Sacrifice this token: Destroy target creature with the greatest power."
Reverse Ninja{1}{B}DeathtouchUstujnin {B} ({B}, Return a blocking creature you control to hand: Put this card onto the battlefield from your hand blocking the same creature.) 1/1 A Container of Booster Packs{2}{1}, {T}, Exile this artifact: You may reveal a container holding at least three different sealed booster packs. If you do, select one of those packs at random, open it, and put a card from it into your hand. (You're responsible for providing the booster packs and the container. Other cards from the opened pack remain out of the game.)
Team Acceleration{1}{G}Team Cloudspire — Create two 1/1 white Warrior creature tokens.Team Speed Demons — Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. The Vegetable Car{G}{W}Onionfect (This creature deals damage in the form of giving you Food tokens.)
At the beginning of your end step, put X +1/+1 counters on target creature you control, where X is the number of Foods you've sacrificed this turn.
Crew 1
The Vegetable Car can be your commander. 3/3
Fear (split card) // Loathing{B}Target creature gains fear until end of turn. Draw a card. (It can't be blocked except by black and/or artifact creatures. Yes, this is the same as an existing Magic card name. Deal with it.)Fuse (You may cast one or both halves of this card from your hand.) Save Point{1}{W}When this enchantment enters, draw a card.
Sacrifice this enchantment: Remove each creature from combat and untap each creature that attacked this turn. There is an additional combat phase after this one. Activate only during combat before combat damage has been dealt.
Spare Changeling{1}{B/R}Changeling{T}, Sacrifice this artifact: Add one mana of any color.
Whenever you pay an additional cost while casting a spell, you may return this card from your graveyard to your hand. 1/1
Aetherflux Car{2}FlyingWhenever you cast a spell, put charge counters equal to four times that spell's mana value on this Vehicle.
Remove 121 charge counters from this Vehicle: Take an extra turn after this one.
Crew 1 3/2
Red and Black Legac{1}{B/R}If you spent black mana on this creature, it enters with a deathtouch counter. If you spent red mana on this creature, it enters with a first strike counter. If you spent both, you choose which one counter it enters with.At the beginning of your upkeep, flip a coin. If it's heads and this creature has deathtouch, or it's tails and this creature has haste, create a treasure token. 2/1 Team Perseverance{1}{B}Team Cloudspire — Target creature gets +2/+0 and gains indestructible until end of turn. Draw a card.
Team Speed Demons — Return one or two target creature cards from your graveyard to your hand.
Uh, Squen & Cragg Made a Card{1}{B/G}+1/+1 counters give −1/−1 and −1/−1 counters give +1/+1. (They're still +1/+1 and −1/−1 counters. The effects are just backwards.)
Crow Scarer{4}When this creature enters, each player creates two 1/1 black Bird creature tokens with flying.Birds are Cowards in addition to their other types.
Cowards can't attack or block creatures you control. 2/4 The Bearded Teakeeper{2}{R}{W}Whenever The Bearded Teakeeper enters or attacks, create a Food token.
Foods you control have "Scald — {2}, {T}, Sacrifice this artifact: It deals 2 damage to target opponent." 4/4 Syx, Robot Overlord{U}{R}Before this game begins, if this is your commander, secretly write down the name of five nonartifact creature cards in your deck to be invaders. Reveal them after the game.
At the beginning of your upkeep, target opponent may guess if a creature you control is an invader. If they guess right, exile that creature. If they guess wrong, they lose 3 life. Then you may reveal the name of an invader you control. If you do, put two +1/+1 counters on it. It becomes a Robot artifact creature. 2/2
Jiffy, Vehicle Repairer{R}{W}Vehicles in your graveyard have jump-start. (You may cast a Vehicle card from your graveyard by discarding a card in addition to paying its other costs. You would exile it, except...)Spells you cast with jump-start aren't exiled. 3/2
You, Iterative Playtester{1}{W}{T}: Choose another target playtest card. Increase or decrease a number of your choice on it by 1 for as long as it remains on the stack or battlefield. (You can change numerals or number words.){W}{U}{B}{R}{G}: Reveal the top eight cards of your library. Put each playtest card among them into your hand. Put the rest on the bottom of your library in a random order. 1/3
The Bringer of the Red Beard{1}{R}When The Bringer of the Red Beard enters, create a red Equipment artifact token named Red Beard with "Equipped creature is red" and equip {1}.Red creatures you control get +1/+0.
Equipped creatures you control get +1/+0. 1/1 Occupation of Kulrath{1}{R}(An opponent may attack this battle. When an opponent defeats it, exile it, then return it to the battlefield under their control.)
When this battle enters, you may discard a card. If you do, draw a card.
{T}: Add {R}.
Tinfoil Helm{2}Equipped creature has +2/+2 and has protection from Aliens, Birds, Eldrazi, Lizards, Mutants, Robots, Yetis, and hybrid mana.Whenever equipped creature deals damage to a player with a conspiracy in their command zone, draw a card.
Equip {2} Htbr, Racetrack Referee{1}{W}Players can't cast spells by paying alternative costs or without paying their mana costs. (Additional costs are still okay. Anything that replaces the mana cost like flashback or madness is not.) 2/2
Land Station{1}{G}When this Spacecraft enters, reveal a basic land card from outside the game and put it into your hand. (remembering that the nearest land station may be behind you).Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 10+.)
10+ | Flying
This creature gets +1/+1 for each basic land you control. 0/0
Retto, Family Racer{1}{G}Before the game begins, if this is your commander or in your deck, secretly write down the names of five creature cards to be part of your family.As members of your family enters, you may say "Nothing is stronger than family" and reveal its name from your list. That creature enters with two +1/+1 counters on it. 2/2
The Mox Painter{1}{G}{U}{1}, {T}: Choose a tournament-legal Mox you don't control at random. Create a token that's a copy of it. Then if you control all ten, create a Mox Lotus token. (The ten are Amber, Chrome, Diamond, Emerald, Jet, Opal, Pearl, Ruby, Sapphire, and Tantalite. Perhaps roll a d10?){W}{U}{B}{R}{G}: Untap The Mox Painter. 1/4 Efteekay, Flame of the Kav{4}{R}{G}Eminence — As long as Efteekay is in the command zone or on the battlefield, other Kavu spells you cast cost {1} less to cast.
Whenever Efteekay or another Kavu you control enters, it deals damage equal to its power to target creature. 4/2 Rideable Mantis{2}{W}Whenever Rideable Mantis attacks, it gains flying until end of turn if it was saddled by a blue creature this turn. It gains trample until end of turn if it was saddled by a red creature this turn. If it was saddled by a white creature this turn, untap it.
Saddle 1 3/3 Your Favorite Missing Character{3}During deckbuilding, choose any two colors, up to three creature types, a new name, and one of the following abilities for this card to have.
• When this creature enters, put a +1/+1 counter on target creature or a lore counter on target Saga you control.
• At the beginning of your upkeep, surveil 1.
• Equip costs you pay cost {1} less.
• Whenever you cast a noncreature spell, this creature deals 1 damage to each opponent. 2/2
Yeah Nah // Nah Yeah{2}{U}Each player votes for yeah or nah. If yeah gets the most votes or is tied for the most votes, each player copies target spell. If nah gets the most votes, counter that spell.Fuse (You may cast one or both halves of this card from your hand.)
Blended Twistling{2}{G/W}ChangelingThis creature gets +X/+X, where X is your devotion to hybrid. (Each hybrid mana symbol in the mana costs of permanents you control counts toward your devotion to hybrid.) 2/2
Twenty Lessons{3}Cast a random Lesson spell without paying its mana cost. If that spell has X in its mana cost, X is 3. (As of today, there are 20 lessons. Perhaps look up a list and roll a d20?)
Higher Level Zone Monster{3}{U}You may have this creature enter as a copy of any creature on the battlefield, except it enters with an additional +1/+1 counter on it and it's the colors of your choice in addition to its other colors.
0/0
The Fact Checker{1}{W}{U}If you would guess a card, instead just choose the outcome you want.At the beginning of each opponent's upkeep, look at the top card of their library. Tell them the name of that card. They tell you its mana cost, type line, power, and toughness. Then reveal that card. If they got anything wrong, draw a card. 3/3
Vamping Vampire{2}{B}Flying, lifelinkPlot {2}{B}
Whenever you cast a spell while this card is exiled, put a stall counter on it.
When this creature enters, it deals damage equal to the number of stall counters that were on it to target creature an opponent controls. 2/2
Team Mage{2}{U}When Team Mage enters, search you library for an artifact card with mana value 4 or greater if you're on Team Cloudspire or an artifact card with mana value 3 or less if you're on Team Speed Demons. Reveal that card, put it into your hand, then shuffle.
2/2
Reflective Gate{T}: Add {C}.{T}: Add one mana of any color that shares a color with a permanent a player controls.
{2}, {T}, Sacrifice this land: You gain 3 life.
Devoted Temur{2}{R}HasteWhen this creature enters, target creature gets +X/+X until end of turn, where X is your devotion to Temur. (Each {G}, {U}, or {R} in the mana cost of permanents you control counts towards your devotion to Temur.) 2/2
The Ice Dancer{R}{W}{U}{2}, {Q}: The Ice Dancer gains flying until end of turn. ({Q} is the untap symbol.)Whenever The Ice Dancer deals combat damage to a player, create a Gold token. Then you draw X cards and gain X life, where X is the number of artifact tokens you control. The Ice Dancer deals X damage to each opponent. (A Gold token is an artifact with "Sacrifice this token: Add one mana of any color.") 2/2 Devoted Sultai{2}{G}When this creature enters, you may return target card from your graveyard with mana value X or less to your hand where X is your devotion to Sultai. (Each {U}, {B}, or {G} in the mana cost of permanents you control counts towards your devotion those colors.) 3/3 Evy, Fang Keeper{1}{B}{G}{U}Whenever you cast a creature spell, you may draw on it. If you drew wings, it enters with a flying counter on it. If you drew boots, it enters with a haste counter on it. If you drew fangs, it enters with a deathtouch counter on it. If you drew something else, it enters with a +1/+1 counter on it. (Previous drawings don't count. For example, if you gave it boots last game, give it more boots. Bigger boots. Boots in unexpected places.) 3/4 The Sad Creaturez{R}{G}{W}Creatures that haven't shared their feelings can't attack or block.
All creatures have "{2}: Put a +1/+1 counter on this creature. You gain 1 life. This creature shares its feelings. Activate only as a sorcery. (Creatures can continue to share their feelings.)"
{T}: Add two mana of any one color. 2/4 The Wizardly Barge{2}{U}{R}Other Wizards you control get +1/+1.
Whenever the Wizardly Barge attacks, create a token that's a copy of a random tournament-legal Wizard creature. (I'd suggest looking them all up online and choosing one at random.)
Crew 1 3/5 The Good Gamers{X}{U}{R}{W}Establishing Shot — At the beginning of your first upkeep, if The Good Gamers is in the command zone, it deals 2 damage to each opponent.
When The Good Gamers enters, create X tokens that are copies of it. Give this creature and the tokens unique names.
All damage dealt by this creature to an opponent counts as commander damage for your commander (including noncombat damage and even if this isn't your commander). 2/2
Char-Dog{2}{R}Protection from redWhen this creature enters, it deals 4 damage to any target and 2 damage to you.
{G}, {T}, Sacrifice this creature: You gain 3 life. 1/1 Frie, Displaced in Time{U}{B}{R}Whenever a card is exiled because it was warped, put three time counters on it. It gains suspend. 3/3 Pirk, Heroic Captain{1}{W}{U}When Pirk enters, create a legendary Spacecraft token. It's a 2/2 with flying at 6+. Name it.
Whenever you fully station a Spacecraft, draw a card. (A Spacecraft is fully stationed when you unlock its highest station number.) 2/2 The Policy Maker{1}{W}{B}Whenever The Policy Maker enters or attacks, ask a player outside the game to propose a new rule. If each player in the game agrees to the rule, apply it for the rest of the game. If an opponent doesn't agree to the rule, put a +1/+1 counter on The Policy Maker. 3/3 The Cookout Creator{W}{B}{G}When The Cookout Creator enters, create a Food token.
At the beginning of your upkeep, create a 1/1 colorless Human creature token for each Food you control.
Tapped four untapped Humans you control: You draw a card and create a Treasure token. 3/3 May the Mana Be with You{3}Demonstrate (When you cast this spell, you may copy it. If you do, choose an opponent to also copy it.)
Choose two basic land types. Create the appropriate Shockland token. (For example, if you choose Island and Swamp, you'd get a Watery Grave token.)
Yeah Nah // Nah Yeah{U}Split secondTarget spell resolves. (It just happens right now.)
Fuse (You may cast one or both halves of this card from your hand.)
Mijo, the Bull{2}{R}When Mijo enters, create a colorless Equipment artifact token named Rock with "Equipped creature has "{1}, {T}: Sacrifice Rock: This creature deals 2 damage to any target." and equip {1}.From Downtown — If a source you control would deal exactly 2 damage to a permanent or player, it deals 3 damage instead. 2/3 The Karfell Rocker{2}{U}Whenever you cast a LOUD spell, draw a card. (A LOUD spell has mana value 5 or greater or has three or more words in its name.) 2/3
Gomif, Fast Racer{U}{R}Start your engines!Gomif's power is equal to your speed.
Your speed can increase beyond 4. (You're still at max speed at 4 or greater.)
At the beginning of your end step, if an opponent lost life this turn, you may draw cards equal to your speed. If you do, discard two cards. */2 The Herald of Numot{U}{R}{W}Double strike, vigilance, haste
Whenever The Herald of Numot deals combat damage to a player, create a Numot, the Devastator token card and shuffle it into your library.
Numot, the Devastators you control have vigilance and haste, and the "legend rule" doesn't apply to them. 1/3
The Strixhaven-Lorwyn Rover{4}Before the game beings, choose a Strixhaven college and a Lorwyn creature type (Elemental, Elf, Faerie, Giant, Goblin, Kithkin, Merfolk, or Treefolk.)This card has the color identity of the college chosen this way.
Whenever you cast an instant or sorcery spell that's both the chosen college's colors or a creature spell of the chosen creature type, copy it. You may choose new targets for the copy. 3/3
Yet Another Night in Vegas{2}{B}{B}At the beginning of your upkeep, choose one that hasn't been chosen—• See the sights — Surveil 3.
• Cause trouble — Target creature gets +1/+0 and gains menace until end of turn.
• Get lost — Each player exiles a creature they control until this enchantment leaves the battlefield.
• I'm fine! Let's go again! — All modes reset and can be chosen again. You lose 5 life.
• Go to bed — Sacrifice this enchantment. A Chaotic Night in Vegas{2}{B}{B}At the beginning of your upkeep, choose a mode at random among the previous playtest cards Night Out in Vegas, Another Night in Vegas, or Yet Another Night in Vegas. (Whichever of the 12 effects happens here, stays here... unless you hit a mode that makes you sacrifice the enchantment.)
The River Warlock{1}{B}{R}{G}During your turn, The River Warlock has flying, lifelink, and indestructible.Whenever The River Warlock attacks, you and defending player each draw a card, then discard a card. If you discarded a card with equal or greater mana value than the card that player discarded, look at their hand. Exile a nonland card from it until The River Warlock leaves the battlefield. 1/1
The Sprinkler of Stardust{2}{R}{W}Whenever The Sprinkler of Stardust attacks, look at the top six cards of your library. You may put an instant or sorcery card from among them onto the battlefield tapped and attacking. It becomes a 2/2 creature with "Whenever this deals combat damage to an opponent, cast a copy of this card." (The 2/2 creature stays on the battlefield.) Put the rest of the cards on the bottom of your library in a random order.
4/4
Advanced Tactics{3}{R}When this enchantment enters, create a 5x5 grid for as long as it remains on the battlefield. Starting with the top left space and skipping every other space, choose a random creature and put it in the grid. As a creature enters, its controller puts it in an empty space.Creatures can't block creatures they aren't orthogonally adjacent to.
{1}: Move target creature you control one space left, right, up, or down. Any player may activate this ability. You and Ooze Army?{3}{G}Amass Oozes X, where X is the number of creature types among creatures on the battlefield. Don't count changelings. That would be ridiculous. (To amass Oozes X, put X +1/+1 counters on an Army you control. It's also an Ooze. If you don't control an Army, create a 0/0 black Ooze Army creature token first.)
The Traveling Postman{1}{U}{R}{W}FlyingWhenever The Traveling Postman deals combat damage to a player, choose Magic cards at random until you find one that creates a token other than a copy. Create a token of the type of your choice that card can create. (Many Magic search engines have "random card" functions.) 3/4 Falko, Showoff Pilot{U}{R}{W}As long as a Spacecraft or Vehicle you control dealt combat damage to an opponent this turn, cards in your hand have spectacle. Their spectacle cost is equal to their mana cost minus {2}. (You may cast a spell for its spectacle cost rather than its mana cost if an opponent lost life this turn.)
Whenever you cast a spell for its spectacle cost, put a +1/+1 counter on Falko. 3/3 Shen, Wish Granter{1}{G}{U}{R}Defender, flying
When Shen enters, if you haven't scattered the Dragonstorm Globes this game, scatter them. (Create seven Dragonstorm Globe token cards and shuffle them into your library.)
Whenever a permanent named Dragonstorm Globe you control enters, draw a card. Then if you control seven permanents named Dragonstorm Globe, you win the game. 6/6
Mana Max, Afterburner{3}{R}At the beginning of each player's end step, Mana Max deals damage to that player equal to the number of untapped lands they control.Whenever a player loses one or more unspent mana, each of that player's opponents creates a Treasure token. 4/4 Blu, Mansion Prince{3}{U}Whenever this creature enters or attacks, investigate.
Whenever you sacrifice a Clue, choose a Room card at random. Create a token that's a copy of one of its halves, then unlock it. (There are currently 30 Room cards.) 2/3 Rafi, Retro Racer{3}{R}When Rafi enters and at the beginning of the first upkeep in a game where it's your commander, there's mana burn and combat damage uses the stack for the rest of the game. (If you don't know what that means, ask somebody over 30.)
{R}, Sacrifice Rafi: Each player adds {R}{R}{R}. 3/3 Need for Speed (Not the Odyssey One){3}{R}Start your engines!
As long as your speed is 1 or higher, creatures you control have haste. The same is true for speed 2 and higher and trample, speed 3 or higher and first strike, and speed 4 and higher and super haste. (You may put a creature with super haste from your hand onto the battlefield tapped and attacking during your declare attackers step. You may pay its mana cost any time during your next turn. At the beginning of that turn's end step, if you haven't paid its mana cost, you lose the game. Wait. 4 and higher?)
Draw Team Lines{2}{W}{W}Team Cloudspire — Destroy all creatures with power 4 or greater.Team Speed Demons — Return all creature cards with power 3 or less from your graveyard to the battlefield.
Rinta, Cousin of Sitka{3}{U}Playtest cards you cast cost {1} less to cast.Whenever you cast a playtest card, draw a card. 3/3
The Vast Scrier{1}{R}{W}{B}FlyingWhenever The Vast Scrier attacks a player, you may put a Soldier, Warrior, or Wizard creature card from your hand onto the battlefield tapped and attacking that player. If it has any "Whenever this creature attacks" triggers, those trigger. If you don't put a card onto the battlefield this way, scry 2. 2/2 The Ancient Dingus{2}{R}{G}If a player would create a Food token, instead The Ancient Dingus deals 2 damage to that player and they put a random card from a stack of visible unsleeved cards they own from outside the game into their hand.
Whenever The Ancient Dingus attacks, target player creates a Food token. 4/4 Welcome to Australia{2}{R}{G}If this card is in your opening hand, you may begin the game with it on the battlefield.
Non-Human creatures have deathtouch.
Powers and toughnesses are reversed.
Players flip their libraries over and draw from the new top. (No peeking at cards below!) The Goblin Mastermind{2}{B}{R}As long as you control The Goblin Mastermind or it's your commander, permanents you control are Kindred Goblins in addition to their other types. The same is true for spells you control and cards that you own that aren't on the battlefield.
Whenever The Goblin Mastermind deals combat damage to a player, you create a token that's a copy of one of Skirk Prospector, Goblin Lackey, Goblin Piledriver, Goblin Warchief, Boggart Harbinger, or Goblin Ringleader, chosen at random. 3/3 The Salubrious Philosopher{2}{B}{G}If you would draw a card, you may instead choose mana base, removal, or win condition and reveal cards from the top of your library until you reveal a card of the chosen kind. Put that card into your hand and the rest on the bottom of your library in a random order. (Mana base cards add mana. Removal cards are instants and sorceries that can damage, destroy, or exile opposing permanents. Win conditions cost 6 or more mana.) 2/3
Fear of Forgetting Names{3}{U}When this creature enters, target creature loses its name.Creatures you control have protection from creatures with no names. 3/4 Windy City Aven{2}{U}{U}Flying
Ascend MagicCon: Chicago (If you attended MagicCon: Chicago and control ten or more permanents, you get the Windy City's blessing for the rest of the game.)
Whenever this creature attacks, if you have the Windy City's blessing, create a 1/1 blue Bird creature token with flying. 4/3 Devoted Jeskai{3}{U}Flying
When this creature enters, you may return target creature an opponent controls with mana value X or less to its owners hand, where X is your devotion to Jeskai. (Each {U}, {R}, or {W} in the mana costs of permanents you control counts towards your devotion to Jeskai.) 3/4 Brave Falconhawk{3}{W}Flying
When this creature enters, create a Contested Game Ball token. (It's a card from The Lost Caverns of Ixalan. Look it up!)
Whenever this creature attacks, if you control a Contested Game Ball, put +1/+1 counters on this creature equal to the number of point counters among Contested Game Balls you control. 3/3 Catch-Up Mechanic{4}{W}When this creature enters, choose one. If an opponent has at least 5 more life than you, choose any number instead—
• Put two +1/+1 counters on another target creature or Vehicle.
• Return target artifact card from your graveyard to your hand.
• Look at the top five cards of your library. Reveal an artifact card from among them and put it into your hand. Put the rest on the bottom in a random order. 4/4
The Brewing Chef{2}{G}{W}{U}When The Brewing Chef enters, look at the top six cards of your library. You may reveal a card from among them that creates a token and put it into your hand. Put the rest on the bottom of your library in a random order.Creature tokens you control get +1/+1 for each differently named token you control. 3/3
Surprise, Nerd!{4}{B}FlashIf a creature would get + some amount of power or toughness until end of turn, instead it gets - that amount of power or toughness.
The Mysterious Sphere{5}Advertising — {T}: Exile the top card of your library. You gain 1 life.Show — At the beginning of combat on your turn, if there are three or more cards exiled with The Mysterious Sphere, you may put them into your graveyard. If you do, create copies of each nonland card among them. You may cast the copies without paying their mana costs. If you cast a creature spell this way, it gains haste and "Sacrifice this creature at the beginning of your end step."
Winter's Demonmech{5}You can't include this card in your deck if you're on Team Cloudspire.Flying
Whenever this creature deals combat damage to a player, create a copy of one of the following, chosen at random: Early Winter, Plunge into Winter, Winterflame, Winter Sky, Winter's Grasp, or Winter's Intervention. You may cast the copy without paying its mana cost. 4/4 Bin Chicken{3}{B}{B}You may treat Food tokens as though they were Junk tokens and vice versa.
When this creature enters, choose one—
• Create a Food Token.
• Amass Birds X, where X is the number of Foods you control.
{3}{B}{B}, Exile an artifact card from your graveyard: Return this card from your graveyard to the battlefield. 3/2 Rat of God{3}{B}{B}Destroy all non-Rat creatures. They can't be regenerated, of course. Then each player amasses Rats X, where X is the number of Rats they control. The Five Stages of Grief{5}(As this Saga enters and after your draw step, add a lore counter. Sacrifice after V.)
I Denial — Until your next turn, noncreature spells cost {2} more to cast.
II Anger — Goad target creature.
III Bargaining — Each player sacrifices an artifact, enchantment, or token.
IV Depression — Target creature loses all abilities until your next turn. Create a Food token.
V Acceptance — The next spell you cast has epic.
Drop Bear{3}{R}{G}Flash, hasteDrop Bear has power and toughness each equal to the number of Forests you control plus the number of Bears you control.
When this creature enters, it fights up to one target creature. */*
Fear of Fear Itself{2}{B}{B}{2}: Target creature gains fear until end of turn. (It can't be blocked except by artifact creatures and/or black creatures.)
4/4
X, Mystery Racer{3}{U}{B}When X enters, you may put it into target opponent's hand. If you do, as long as it remains in their hand, that player can't cast X and they play with their hand revealed.During your turn while X is in an opponent's hand, you may activate abilities of nonland permanents opponents control. If you activate the crew or saddle ability of a permanent this way, gain control of it until end of turn. Untap it. It gains haste until end of turn. 5/5 Tarkiran Towelsbane{5}{R}{W}When Tarkiran enters, create five 1/1 red Human Rebel creature tokens.
Whenever one or more Rebels you control deal combat damage to a player, you gain 2 life. 2/2 The Convention Enthusiast{W}{U}{B}{R}{G}As long as this creature is your commander, you may play cards from any game in your deck as long as they can be reasonably translated into Magic. They all fit within this Commander's color identity.
{1}: Create one resource of any type. (Mana or otherwise.) 5/5 Saga of Krark Losing His Thumb{3}{U}{R}Flip Ahead (If you would put a lore counter on this saga, instead flip a coin. If you lose the flip, don't put a counter on and repeat the current chapter.)
I — Add {U}{R}.
II — Create a token that's a copy of Krark, the Thumbless and a token that's a copy of Krark's Thumb. (Keep in mind they're both legendary!)
III — Choose target opponent. Flip a coin with them. The loser of the flip loses a quarter of their life, rounded up. Devoted Mardu{4}{W}Vigilance
Mobilize X, where X is your devotion to Mardu. (Whenever you attack, create X tapped and attacking Mardudes (tapped and attacking 1/1 red Warrior creature tokens). Sacrifice them at the beginning of the next end step. I'm out of room. You remember what devotion does, right? Counts {R}, {W}, and {B}!) 5/3
Chandra's Dragonmech{5}You can't include this card in your deck if you're on Team Speed Demons.Flying
Whenever this creature deals combat damage to a player, create a copy of one of the following, chosen at random: Chandra's Fury, Chandra's Ignition, Chandra's Magmutt, Chandra's Regulator, Chandra's Spitfire, or Chandra's Outrage. You may cast the copy without paying its mana cost. 4/4
The Playful Winners{3}{U}The Playful Winners enters as a copy of a random tournament-legal card with partner (including any variant), except it has its other abilities.If you win a game while you control The Playful Winners or it's your commander, put a tally mark on it.
The Playful Winners gets +2/+2 for each tally mark on it. (No cheating!) 2/2 Auntie Ant, Ant Auntie{3}{R}{R}When Auntie Ant enters, multiblight 4. (Distribute four -1/-1 counters among creatures you control.)
Whenever Auntie Ant attacks, for each creature you control, you may remove a counter from it. Create a 1/1 green Insect creature token for each counter removed this way. 7/7
17-Year Cicadas{7}{W}Create ten 1/1 white Insect creature tokens with flying. Exile 17-Year Cicadas with seventeen time counters on it.Suspend 17 — {0} (Rather than cast this card from your hand, you may pay {0} and exile it with seventeen time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Whenever you cast a spell, if this card is suspended, remove a time counter from it. Mister Cheddar, Cheese Sliver{4}{B}Rats and Slivers you control are Rat Slivers in addition to their other types and have ratmanship. (They can't be blocked except by Cats, Rats, or other creatures with ratmanship.)
As long as Mister Cheddar is your commander, Sliver cards in your deck have "Your deck may contain any number of this card." 5/5
Underdog Racer{4}{G}This spell costs {1} less to cast if your team is currently behind. (If neither player can see the scoreboard or easily verify, that means it's Schrödinger's race and you're in a quantum superposition of maybe losing and so this costs {1} less.)When this creature enters, destroy target artifact an opponent controls. 5/5
The Misty Stepper{4}{U}You may have The Misty Stepper enter as a copy of a creature you control, except its name is The Misty Stepper and it has its other abilities.The Misty Stepper can't be blocked.
Spells you cast have split second. (As long as that spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) 2/2
The Good Time Sleuth{3}{W}{B}When The Good Time Sleuth enters, exile the top card of your library and each nontoken creature you control in a face-down pile, shuffle that pile, then manifest those cards. Then create a Blood token for each face-down creature you control. Those creature gain "Sacrifice a Blood: Turn this creature face up." Secretly choose one of them. As that creature is turned face up, reveal the choice and it becomes a 5/5 black Demon.
3/3
The Game-Changing Host{2}{G}{U}{R}Anything that could have changed The Game-Changing Host on the turn it enters applies retroactively. (He's been here the whole time.){T}: Create a copy of a game changer at random. You may play the copy without paying its mana cost. (There are currently 61. Perhaps look at a list and randomize?) 4/4
Kibo's Bananamobile{5}When this Vehicle enters, create three colorless artifact tokens named Banana with "{T}, Sacrifice this token: Add {R} or {G}. You gain 2 life."Whenever you sacrifice a Banana, you may have it deal 2 damage to target attacking creature.
Crew 1 6/6
Lander Rizzi{X}{G}{G}When Lander enters, create X lander tokens (They're artifacts with "{2}, {T}, Sacrifice this token: Search you library for a basic land card, put it onto the battlefield tapped, then shuffle.)Landerfall — Whenever a lander you control enters, put a +1/+1 counter on Lander.
{2}, {T}, Sacrifice Lander: Search you library for a basic land card, put it onto the battlefield tapped, then shuffle. 1/1
The Charitable Drafter{4}{U}{U}When The Charitable Drafter enters, create a 1/1 white Dog creature token. Then each players shuffles their hand into their library. Open a Magic booster pack, then starting with you, all players draft it face up. Each player's draft picks become their hand. (Each player owns the cards they draft until the game ends, then you should get them back, unless you feel generous or rare-drafted and don't care.)Creatures you control have "{T}: Add one mana of any color. Spend this mana only to cast a card that wasn't in your starting deck." 3/5 Sue, Everlasting Dinosaur{3}{R}{G}{W}Trample
Each creature card in your graveyard has fossilize. Its fossilize cost is equal to its mana cost minus {2}.
Fossilize {R}{G}{W} (Return this card from your graveyard to the battlefield with a finality counter on it. It's an artifact and not a creature.) 7/6
Literal Delver of Secrets{5}{U}Delve (Each card you exile from your graveyard while casting this spell pays for 1 generic mana.)Flying 3/2
Blue Screen of Death{4}{U}{B}(It's like flash but more card types.)Blue Screen of Death enters with 108 curse counters.
{1}: Remove a curse counter from Blue Screen of Death.
Whenever a player spends more seconds with priority during their turn than the number of curse counters on Blue Screen of Death, sacrifice it and they lose 6 life.
The Bird Champion{2}{G}{G}{U}{U}Defender, flyingAt the beginning of your upkeep, create a 1/1 green and blue Bird creature token with flying for each Bird you control.
As long as you control twelve or more Birds, you can't lose the game and opponents can't win the game. 9/9
The Snapstone Wielder{W}{U}{B}{R}{G}If The Snapstone Wielder is your commander and your deck contains no land cards, your starting hand size is four and for the rest of the game, at the beginning of your upkeep, you get a mana counter. During each of your turns, you can spend mana of any color equal to the number of mana counters you have. (You want mana on opponent's turns, you're on your own. Who needs instant-speed interaction?)Whenever The Snapstone Wielder enters or attacks, cast a random nonland Magic card without paying its mana cost. If it has targets, choose the targets at random. 5/5
MagicConsecrated Sphinx{4}{U}{U}FlyingWhenever an opponent draws a card, choose one that hasn't been chosen —
• Make Friends — Create a 1/1 colorless Gamer creature token.
• Find Cards — Investigate.
• Win Prize Tickets — Create a Treasure token.
• Go to Sleep — Exile this creature, then return it to the battlefield under its owner's control. 4/6
Naming Screen{4}{W}{W}As a creature token you control enters, name it using up to four letters. (It keeps its types. It just has a new name. Remember this is a family event.)When this enchantment enters, create four 1/1 colorless Hero tokens.
Each creature you control that doesn't share a name with any other creature you control gets +1/+1.
Stormscale Wurm{4}{G}{G}TrampleOther Wurms you control get +1/+1.
Storm (When you cast this spell, copy it for each spell cast before it this turn. The copies become tokens.) 6/6
Monet, Sensei of the Sewers{5}{B}{G}Fixed commander ninjutsu {3}{B}{G} (It's commander ninjutsu, except the command tax applies, like it should have originally.)When Monet enters, create four 1/1 green Turtle creature tokens with training. If Monet was ninjutsu'd, those tokens enter tapped and attacking. (Whenever a creature with training attacks with another creature with greater power, put a +1/+1 counter on it. This doesn't work if it enteres tapped and attacking.) 4/4
Tragda, the Burner{4}{R}{R}{R}FlyingWhenever a land card is put into a graveyard from anywhere, put two +1/+1 counters on Tragda.
Whenever Tragda attacks, choose one—
• Burn the village — Destroy target land.
• Burn the peasants — Tragda deals 4 damage to target creature. 6/6

Flip Card
Colorless Ultimatum{2}{C}{C}{C}{2}Each opponent exiles half the cards in their library, rounded up. Until end of turn, creatures you control gain annihilator 1.

Flip Card
New Magic Game Plus{8}Exile New Magic Game Plus, then restart the game, except leave lands and Equipment on the battlefield and leave this card in exile.
The Octopus Official{6}{G}{U}HexproofWhen The Octopus Official enters, if you didn't have an active tournament, announce the top 8. (Reveal cards from your library until you reveal eight nonland cards. Randomly distribute them into four two-card piles, like a tournament bracket. Put land cards on the bottom in a random order.)
At the beginning of your upkeep, randomly put a card from each pile into your hand. The other cards advance to the next round. If only one card remains, you may cast it without paying its mana cost four times. 8/8
Everyone's an Imposter(Start the game with this Conspiracy face up in the command zone. It doesn't count toward your minimum deck size.)All creatures have changeling. (Yes, we know this doesn't actually work. Okay, Gavin didn't know, but we'll humor him.)
Wurmcoil Broodmother{9}Deathtouch, lifelinkWhen Wurmcoil Broodmother dies, create a Wurmcoil Engine token and a Wurmcoil Larva token. 9/9
Just a Li'l Guy{G}Target creature gains hexproof and indestructible until end of turn. That creature is 1/1 until end of turn and can't be anything other than 1/1 until end of turn. (No matter what happens to it, it'll still be a 1/1.)
Would You Have Done the Same?{B}Cast this spell only if you control a creature.Destroy target creature. That creature's controller may create an Arrest token attached to a creature you control. (It's a copy of the card Arrest) Where We're Going...{U}Put a flying counter on target creature or Vehicle.
Draw a card.
The Mystery RacewayStart your engines!{T}: Add {C}.
Max Speed — {W}{U}{B}{R}{G}, {T}: Mill seven cards. Choose a playtest card from among them. You may cast it without paying its mana cost. If Team Cloudspire won the race, copy it and you may choose new targets for the copy. If Team Speed Demons won the race, each opponent loses life equal to its mana value.
The Mystery Raceway can be your commander.
Establishing Shot{R}Establishing Shot deals 2 damage to any target. If this is the first spell you've cast this game, it deals 3 damage instead.
Out of Town{W}When this enchantment enters, exile target creature an opponent controls until this enchantment leaves the battlefield.When a Town controlled by the owner of the exiled card enters, sacrifice this enchantment. Color Pie{1}{2}, {T}, Sacrifice this artifact: You gain 3 life. Draw a card. Exile up to one target card from a graveyard. This artifact deals 1 damage to each opponent. Target player adds one mana of any color.
Eldest Dragon Highlander{W}{W}{U}{U}{B}{B}{R}{R}{G}{G}Flying, trample, rampage 2{W}{U}{B}{R}{G}: Elder Dragons you control get +7/+7 until end of turn.
At the beginning of your upkeep, sacrifice Eldest Dragon Highlander unless you pay {W}{U}{B}{R}{G}. 7/7
Chic // Ago{3}{U}Put target creature on top of its owner's library.Fuse (You may cast one or both halves of this card from your hand.)
Now THIS Is Aether Racing{1}{R}Team Cloudspire — This spell deals 3 damage to any target.Team Speed Demons — Exile the top two cards of your library. You may play those cards until your next end step. Chic // Ago{1}{U}Put a +1/+1 counter on target creature. It gains hexproof until end of turn. If it's sophisticated, draw a card. (A creature is sophisticated if its name contains fifteen or more letters.)
Fuse (You may cast one or both halves of this card from your hand.)
Peel Out{1}{G}Prevent all combat damage that would be dealt this turn. Create a colorless artifact token named Banana with "{T}, Sacrifice this token: Add {R} or {G}. You gain 2 life."
You're Toast!{2}{W}Exile target nonland permanent. Its controller manifests bread. (They look at the top two cards of their library and put one into their graveyard and the other onto the battlefield face down as a Food artifact with "{2}, {T}, Sacrifice this artifact: You gain 3 life." It can't be turned face up. It's bread.)
Davvol's Birthdaymobile{2}{B}This spell costs {2} less to cast if an Elf died this turn or a Soldier entered this turn.Whenever this Vehicle enters or attacks, target opponent creates a Carnival of Souls token.
Crew 2 4/4
The Underworld Fantasy Queen{2}{B}As The Underworld Fantasy Queen enters, it becomes spring.At the beginning of your upkeep, the next season arrives.
Spring — Whenever Her Majesty enters or attacks, you may sacrifice another creature. If you do, draw a card.
Summer — Whenever a creature an opponent controls dies, put a +1/+1 counter on Her Majesty.
Fall — Whenever another creature dies, target opponent loses 1 life and you gain 1 life.
Winter — Her Majesty can't attack or block. 3/3
Brutal Command{2}{R}{R}Choose two—• Create a Gingerbrute token. (Yes, it's technically red life gain. Sorry, color pie.)
• Create a Brute Suit token.
• Create a The Brute token, then attach it to a creature you control.
• Cast a copy of Brute Strength without paying its mana cost.
Fast // Furious{1}{R}Target creature gains haste until end of turn. It can't be blocked this turn except by Vehicles or by creatures with haste.Fuse (You may cast one or both halves of this card from your hand.)
Fast // Furious{2}{R}Target creature gets +3/+0 until end of turn.Fuse (You may cast one or both halves of this card from your hand.)
Monster Mash-Up{3}{B}{B}Put two target creature cards from graveyards onto the battlefield combined into one creature under your control. (The creature has the combined power and toughness of its cards. It has their names, types, text boxes, etc. They separate again if the creature leaves the battlefield.)
The Asker of More Mana{3}{W}Each time a player pays mana, they must pay {1} additional mana. (This includes casting spells, activating abilities, turning face-down creatures face up, paying for Ghostly Prison, the weird ability on Quenchable Fire, etc.)
3/3
The Asker of More Mana{3}{W}Each time a player pays mana, they must pay {1} additional mana. (This includes casting spells, activating abilities, turning face-down creatures face up, paying for Ghostly Prison, the weird ability on Quenchable Fire, etc.)
3/3
The Keeper of Favorite Cards{2}{W}Whenever The Keeper of Favorite Cards enters or attacks, choose a nonland card name and add it to your favorites list for this game. (You can have limitless favorites.)Your favorite creatures get +1/+0.
Whenever you cast one of your favorite noncreature spells, create a 1/1 white Soldier creature token. 2/3 The Keeper of Favorite Cards{2}{W}Whenever The Keeper of Favorite Cards enters or attacks, choose a nonland card name and add it to your favorites list for this game. (You can have limitless favorites.)
Your favorite creatures get +1/+0.
Whenever you cast one of your favorite noncreature spells, create a 1/1 white Soldier creature token. 2/3 The Keeper of Favorite Cards{2}{W}Whenever The Keeper of Favorite Cards enters or attacks, choose a nonland card name and add it to your favorites list for this game. (You can have limitless favorites.)
Your favorite creatures get +1/+0.
Whenever you cast one of your favorite noncreature spells, create a 1/1 white Soldier creature token. 2/3 The Keeper of Favorite Cards{2}{W}Whenever The Keeper of Favorite Cards enters or attacks, choose a nonland card name and add it to your favorites list for this game. (You can have limitless favorites.)
Your favorite creatures get +1/+0.
Whenever you cast one of your favorite noncreature spells, create a 1/1 white Soldier creature token. 2/3 The Keeper of Favorite Cards{2}{W}Whenever The Keeper of Favorite Cards enters or attacks, choose a nonland card name and add it to your favorites list for this game. (You can have limitless favorites.)
Your favorite creatures get +1/+0.
Whenever you cast one of your favorite noncreature spells, create a 1/1 white Soldier creature token. 2/3
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