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  1. Thwip! Magic Cards

    Target creature gets +2/+2 and gains flying until end of turn. If it's a Spider, you gain 2 life.

    1 Mana Value Instant common Through the Omenpaths
  2. When Silver Sable enters, put a +1/+1 counter on another target creature. Whenever Silver Sable attacks, target modified creature you control gains lifelink until end of turn. (Equipment, Auras you control, and counters are modifications.)

    3 Mana Value 2 Power 3 Toughness Legendary Creature — Human Mercenary He… uncommon Through the Omenpaths
  3. Web-slinging {W} (You may cast this spell for {W} if you also return a tapped creature you control to its owner's hand.)

    3 Mana Value 3 Power 3 Toughness Legendary Creature — Spider Human Hero common Through the Omenpaths
  4. This creature enters with a +1/+1 counter on it. When this creature leaves the battlefield, put its +1/+1 counters on target creature you control.

    2 Mana Value 1 Power 1 Toughness Creature — Human Detective common Through the Omenpaths
  5. Costume Closet Magic Cards

    This artifact enters with two +1/+1 counters on it. {T}: Move a +1/+1 counter from this artifact onto target creature you control. Activate only as a sorcery. Whenever a modified creature you control leaves the battlefield, put a +1/+1 counter on this artifact. (Equipment, Auras you control, and counters are modifications.)

    2 Mana Value Artifact uncommon Through the Omenpaths
  6. Rent Is Due Magic Cards

    At the beginning of your end step, you may tap two untapped creatures and/or Treasures you control. If you do, draw a card. Otherwise, sacrifice this enchantment.

    1 Mana Value Enchantment rare Through the Omenpaths
  7. City Pigeon Magic Cards

    Flying When this creature leaves the battlefield, create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.")

    1 Mana Value 1 Power 1 Toughness Creature — Bird common Through the Omenpaths
  8. Web-Shooters Magic Cards

    Equipped creature gets +1/+1 and has reach and "Whenever this creature attacks, tap target creature an opponent controls." Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)

    2 Mana Value Artifact — Equipment uncommon Through the Omenpaths
  9. ({B/P} can be paid with either {B} or 2 life.) Choose target card in a graveyard other than a basic land card. Search its owner's graveyard, hand, and library for any number of cards with the same name as that card and exile them. Then that player shuffles.

    1 Mana Value Instant rare Secret Lair Drop
  10. ({B/P} can be paid with either {B} or 2 life.) Choose target card in a graveyard other than a basic land card. Search its owner's graveyard, hand, and library for any number of cards with the same name as that card and exile them. Then that player shuffles.

    1 Mana Value Instant rare Secret Lair Drop
  11. Deadly Dispute Magic Cards

    As an additional cost to cast this spell, sacrifice an artifact or creature. Draw two cards and create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")

    2 Mana Value Instant rare Secret Lair Drop
  12. Purple Worm Magic Cards

    This spell costs {2} less to cast if a creature died this turn. Ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.)

    7 Mana Value 8 Power 7 Toughness Creature — Worm uncommon Adventures in the Forgotten Realms Promos
  13. Whenever this creature deals combat damage to a player, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.") Disguise {3}{G/U}{G/U} (You may cast this card face down for {3} as a 2/2 creature with ward {2}. Turn it face up any time for its disguise cost.)

    6 Mana Value 5 Power 5 Toughness Creature — Elf Crocodile Detective common Murders at Karlov Manor
  14. Break Out Magic Cards

    Look at the top six cards of your library. You may reveal a creature card from among them. If that card has mana value 2 or less, you may put it onto the battlefield and it gains haste until end of turn. If you didn't put the revealed card onto the battlefield this way, put it into your hand. Put the rest on the bottom of your library in a random order.

    2 Mana Value Sorcery uncommon Murders at Karlov Manor
  15. Torch the Witness deals twice X damage to target creature. If excess damage was dealt to that creature this way, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")

    1 Mana Value Sorcery uncommon Murders at Karlov Manor
  16. When this creature enters, suspect up to one other target creature you control. (A suspected creature has menace and can't block.) Whenever one or more suspected creatures you control attack, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)

    3 Mana Value 3 Power 2 Toughness Creature — Vampire Rogue uncommon Murders at Karlov Manor
  17. When this Case enters, destroy up to one target creature that was dealt damage this turn. To solve — Three or more creature cards were put into graveyards from anywhere this turn. (If unsolved, solve at the beginning of your end step.) Solved — This Case is a 4/4 Gorgon creature with deathtouch and lifelink in addition to its other types.

    1 Mana Value Enchantment — Case uncommon Murders at Karlov Manor
  18. When this creature enters, you may collect evidence 4. (Exile cards with total mana value 4 or greater from your graveyard.) Whenever you collect evidence, create a 1/1 colorless Thopter artifact creature token with flying.

    4 Mana Value 3 Power 3 Toughness Creature — Vedalken Detective uncommon Murders at Karlov Manor
  19. Flying, vigilance At the beginning of your upkeep, investigate once for each opponent who has more cards in hand than you. (To investigate, create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")

    3 Mana Value 2 Power 4 Toughness Creature — Angel Detective rare Murders at Karlov Manor
  20. When this creature enters and whenever you solve a Case, look at the top six cards of your library. You may reveal an enchantment card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. You may spend mana as though it were mana of any color to cast Case spells.

    3 Mana Value 1 Power 4 Toughness Creature — Human Detective uncommon Murders at Karlov Manor