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  1. Anger Magic Cards

    Haste As long as this card is in your graveyard and you control a Mountain, creatures you control have haste.

    4 Mana Value 2 Power 2 Toughness Creature — Incarnation uncommon The Zeta Set
  2. Unearth Magic Cards

    Return target creature card with mana value 3 or less from your graveyard to the battlefield. Cycling {2} ({2}, Discard this card: Draw a card.)

    1 Mana Value Sorcery common The Zeta Set
  3. Tragic Slip Magic Cards

    Target creature gets -1/-1 until end of turn. Morbid — That creature gets -13/-13 until end of turn instead if a creature died this turn.

    1 Mana Value Instant common The Zeta Set
  4. Sengir Vampire Magic Cards

    Flying (This creature can't be blocked except by creatures with flying or reach.) Whenever a creature dealt damage by this creature this turn dies, put a +1/+1 counter on this creature.

    5 Mana Value 4 Power 4 Toughness Creature — Vampire common The Zeta Set
  5. Mortuary Magic Cards

    Whenever a creature is put into your graveyard from the battlefield, put that card on top of your library.

    4 Mana Value Enchantment mythic The Zeta Set
  6. Whenever another Rat you control enters, exile up to one target card from an opponent's graveyard. At the beginning of combat on your turn, create a 1/1 black Rat creature token with "This token can't block."

    3 Mana Value 3 Power 3 Toughness Legendary Creature — Rat Noble uncommon The Zeta Set
  7. Imp's Mischief Magic Cards

    Change the target of target spell with a single target. You lose life equal to that spell's mana value.

    2 Mana Value Instant rare The Zeta Set
  8. Hypnotic Specter Magic Cards

    Flying Whenever this creature deals damage to an opponent, that player discards a card at random.

    3 Mana Value 2 Power 2 Toughness Creature — Specter uncommon The Zeta Set
  9. Duress Magic Cards

    Target opponent reveals their hand. You choose a noncreature, nonland card from it. That player discards that card.

    1 Mana Value Sorcery common The Zeta Set
  10. Cruel Reality Magic Cards

    Enchant player At the beginning of enchanted player's upkeep, that player sacrifices a creature or planeswalker of their choice. If the player can't, they lose 5 life.

    7 Mana Value Enchantment — Aura Curse uncommon The Zeta Set
  11. When this creature enters, each opponent loses 1 life and you gain 1 life. Sacrifice a Food: Return this card from your graveyard to the battlefield.

    1 Mana Value 1 Power 1 Toughness Creature — Cat common The Zeta Set
  12. Animate Dead Magic Cards

    Enchant creature card in a graveyard When this Aura enters, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with this Aura." Return enchanted creature card to the battlefield under your control and attach this Aura to it. When this Aura leaves the battlefield, that creature's controller sacrifices it. Enchanted creature gets -1/-0.

    2 Mana Value Enchantment — Aura uncommon The Zeta Set
  13. Windfall Magic Cards

    Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way.

    3 Mana Value Sorcery uncommon The Zeta Set
  14. Thrummingbird Magic Cards

    Flying Whenever this creature deals combat damage to a player, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)

    2 Mana Value 1 Power 1 Toughness Creature — Phyrexian Bird Horror uncommon The Zeta Set
  15. Thought Scour Magic Cards

    Target player mills two cards. Draw a card.

    1 Mana Value Instant common The Zeta Set
  16. Merchant Scroll Magic Cards

    Search your library for a blue instant card, reveal that card, put it into your hand, then shuffle.

    2 Mana Value Sorcery uncommon The Zeta Set
  17. If you would draw a card while your library has no cards in it, you win the game instead.

    3 Mana Value 2 Power 2 Toughness Creature — Human Wizard uncommon The Zeta Set
  18. Enchant creature, land, or planeswalker Enchanted permanent is a colorless land with "{T}: Add {C}" and loses all other card types and abilities.

    3 Mana Value Enchantment — Aura uncommon The Zeta Set
  19. 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.

    7 Mana Value 7 Power 8 Toughness Creature — Kraken Horror rare The Zeta Set
  20. High Tide Magic Cards

    Until end of turn, whenever a player taps an Island for mana, that player adds an additional {U}.

    1 Mana Value Instant common The Zeta Set