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  1. Flying Creatures you control have "Whenever this creature becomes the target of a spell or ability for the first time each turn, counter that spell or ability."

    3 Mana Value 2 Power 2 Toughness Legendary Creature — Spirit rare The List
  2. Sadistic Glee Magic Cards

    Enchant creature Whenever a creature dies, put a +1/+1 counter on enchanted creature.

    1 Mana Value Enchantment — Aura common The List
  3. Sazacap's Brew Magic Cards

    Gift a tapped Fish (You may promise an opponent a gift as you cast this spell. If you do, they create a tapped 1/1 blue Fish creature token before its other effects.) As an additional cost to cast this spell, discard a card. Target player draws two cards. If the gift was promised, target creature you control gets +2/+0 until end of turn.

    2 Mana Value Instant common The List
  4. Castle Embereth Magic Cards

    This land enters tapped unless you control a Mountain. {T}: Add {R}. {1}{R}{R}, {T}: Creatures you control get +1/+0 until end of turn.

    0 Mana Value Land rare The List
  5. When you unlock this door, exile the top two cards of your library. You may play them until the end of your next turn. (You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)

    5 Mana Value Enchantment — Room uncommon The List
  6. Path to Exile Magic Cards

    Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.

    1 Mana Value Instant uncommon The List
  7. Menace When this creature enters, create two 1/1 black Rat creature tokens with "This token can't block." At the beginning of your upkeep, you may sacrifice another creature. If you do, put a +1/+1 counter on this creature and exile the top card of your library. You may play that card this turn.

    4 Mana Value 3 Power 3 Toughness Creature — Goblin Warrior rare The List
  8. The Scarab God Magic Cards

    At the beginning of your upkeep, each opponent loses X life and you scry X, where X is the number of Zombies you control. {2}{U}{B}: Exile target creature card from a graveyard. Create a token that's a copy of it, except it's a 4/4 black Zombie. When The Scarab God dies, return it to its owner's hand at the beginning of the next end step.

    5 Mana Value 5 Power 5 Toughness Legendary Creature — God mythic The List
  9. Whenever a source you control deals damage to an opponent, you may put a quest counter on this enchantment. Remove four quest counters from this enchantment and sacrifice it: If any source you control would deal damage to a permanent or player this turn, it deals double that damage to that permanent or player instead.

    1 Mana Value Enchantment uncommon The List
  10. Equipped creature has nonbasic landwalk. (It can't be blocked as long as defending player controls a nonbasic land.) Equip {2}

    2 Mana Value Artifact — Equipment uncommon The List
  11. Diamond Pick-Axe Magic Cards

    Indestructible (Effects that say "destroy" don't destroy this Equipment.) Equipped creature gets +1/+1 and has "Whenever this creature attacks, create a Treasure token." (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.") Equip {2}

    1 Mana Value Artifact — Equipment uncommon The List
  12. Return the Favor Magic Cards

    Spree (Choose one or more additional costs.) + {1} — Copy target instant spell, sorcery spell, activated ability, or triggered ability. You may choose new targets for the copy. + {1} — Change the target of target spell or ability with a single target.

    2 Mana Value Instant uncommon The List
  13. Daring Discovery Magic Cards

    Up to three target creatures can't block this turn. Discover 4. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)

    5 Mana Value Sorcery common The List
  14. Other Goblins you control get +1/+1. Whenever this creature or another Goblin you control dies, exile the top card of your library. If it's a Goblin creature card, you may cast that card until the end of your next turn.

    2 Mana Value 1 Power 1 Toughness Creature — Goblin Warrior rare The List
  15. Whenever Delina attacks, choose target creature you control, then roll a d20. 1—14 | Create a tapped and attacking token that's a copy of that creature, except it's not legendary and it has "At end of combat, exile this token." 15—20 | Create one of those tokens. You may roll again.

    4 Mana Value 3 Power 2 Toughness Legendary Creature — Elf Shaman rare The List
  16. Village Rites Magic Cards

    As an additional cost to cast this spell, sacrifice a creature. Draw two cards.

    1 Mana Value Instant common The List
  17. When this creature enters, create three 1/1 red Goblin creature tokens. {1}{R}, Sacrifice a Goblin: This creature deals 2 damage to any target.

    5 Mana Value 2 Power 2 Toughness Creature — Goblin rare The List
  18. {T}: Add one mana of any color in your commander's color identity. Sacrifice this artifact: Draw a card.

    3 Mana Value Artifact common The List
  19. Exhume Magic Cards

    Each player puts a creature card from their graveyard onto the battlefield.

    2 Mana Value Sorcery common The List
  20. Nemesis Mask Magic Cards

    All creatures able to block equipped creature do so. Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)

    3 Mana Value Artifact — Equipment uncommon The List