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  1. The Pro Tour Magic Cards

    Draft—When you planeswalk here, each player opens a booster pack, drafts a card, and exiles it face down. Each player may play the card they drafted for as long as it remains exiled. Players may spend any type of mana to cast spells this way. Standard—Whenever chaos ensues, each player draws cards equal to the number of differently named Standard-legal cards they control. (Basic lands count. Tokens don't.)

    0 Mana Value Plane — MagicCon common Unknown Event
  2. The Command Zone Magic Cards

    When you planeswalk here, each player who controls their commander draws a card. Other players may put their commander from the command zone onto the battlefield. If an ability of your commander would trigger during your turn, that ability triggers an additional time. Whenever chaos ensues, the number of times each commander has been cast from the command zone becomes 0. (This resets commander tax.)

    0 Mana Value Plane — MagicCon common Unknown Event
  3. When you encounter this phenome-nom, each player creates a Pizza token. If that player has the least life or is tied for the least life, they create two Pizza tokens instead. Then planeswalk away from this phenome-nom. (A Pizza token is a Food artifact with "{02}, {oT}, Sacrifice this token: You gain 6 life.")

    0 Mana Value Phenome-nom common Unknown Event
  4. When you planeswalk here and at the beginning your upkeep, put a spooky counter on target creature you control. Spooky creatures you control have +1/+1 and menace. (A creature is spooky if it has a spooky counter or it could be a horror movie monster.) A Murder at Markov Manor - Whenever chaos ensues, target spooky creature you control bites target opponent or creature an opponent controls. (The creature deals damage equal to its power to the creature your opponent controls. You gain that much life.)

    0 Mana Value Plane — Innistrad common Unknown Event
  5. When you planeswalk here, each player may search their library for a basic land card, put it into their hand, then shuffle. Whenever you play a card from Foundations or a core set (including Alpha!), draw a card. Whenever chaos ensues, you gain life equal to the number of years you've played Magic, rounded up. Then planeswalk.

    0 Mana Value Plane — Foundations common Unknown Event
  6. Whenever a player casts their commander or attacks with their commander, they may say "Only one may stand." If they do, that commander becomes a Knight in addition to its other types until a player planeswalks away from Game Knights Live. Knights you control have double strike and trample. Whenever chaos ensues, commanders you control can't be blocked this turn and gain "Whenever this creature deals combat damage to a player, draw a card" until end of turn.

    0 Mana Value Plane — MagicCon common Unknown Event
  7. The Windy City Magic Cards

    When you planeswalk here and at the beginning of your upkeep, put a flying counter on target nontoken creature you control without flying. Whenever chaos ensues, exile target creature with flying. For as long as it remains exiled, its owner may cast it by paying {2} rather than paying its mana cost. When you planeswalk away from The Windy City, remove all flying counters from all creatures.

    0 Mana Value Plane — Chicago common Unknown Event
  8. Whenever you attack, create a Pin token attached to target attacking creature you control. It's an Pin Aura enchantment with enchant creature and "Enchanted creature gets +1/+1." Whenever Chaos ensues, each opponent loses X life, where X is the total number of pins attached to you and creatures you control. (This includes pins on your backpack.)

    0 Mana Value Plane — MagicCon common Unknown Event
  9. When you planeswalk here and at the beginning of your upkeep, create a Black Lotus artifact token. Whenever Chaos ensues, each player draws a card for each artifact token they control.

    0 Mana Value Plane — MagicCon common Unknown Event
  10. The Bean Magic Cards

    When you planeswalk here, each player chooses a creature they control and creates a token that's a copy of it, except it's a Reflection in addition to its other types. All Reflections have shadow. (They can block or be blocked only by creatures with shadow.) Whenever chaos ensues, create a token that's a copy of a creature you control, except it's a Reflection in addition to its other types.

    0 Mana Value Plane — Chicago common Unknown Event
  11. Artist Alley Magic Cards

    Whenever you planeswalk here and at the beginning of your upkeep, exile the top card of your library. You may play that card this turn. Whenever Chaos ensues, exile the top six cards of your library. An opponent or player outside the game chooses a nonland card with their favorite art. Then you may cast that spell without paying its mana cost.

    0 Mana Value Plane — MagicCon common Unknown Event
  12. Mox Jasper Magic Cards

    {T}: Add one mana of any color. Activate only if you control a Dragon.

    0 Mana Value Legendary Artifact mythic Tarkir: Dragonstorm
  13. When Sarkhan enters, you may behold a Dragon. If you do, create a Treasure token. (To behold a Dragon, choose a Dragon you control or reveal a Dragon card from your hand.) Whenever a Dragon you control enters, put a +1/+1 counter on Sarkhan. Until end of turn, Sarkhan becomes a Dragon in addition to his other types and gains flying.

    2 Mana Value 2 Power 2 Toughness Legendary Creature — Human Druid mythic Tarkir: Dragonstorm
  14. When Sarkhan enters, you may behold a Dragon. If you do, create a Treasure token. (To behold a Dragon, choose a Dragon you control or reveal a Dragon card from your hand.) Whenever a Dragon you control enters, put a +1/+1 counter on Sarkhan. Until end of turn, Sarkhan becomes a Dragon in addition to his other types and gains flying.

    2 Mana Value 2 Power 2 Toughness Legendary Creature — Human Druid mythic Tarkir: Dragonstorm
  15. As this enchantment enters, choose Abzan or Mardu. • Abzan — At the beginning of your end step, put a +1/+1 counter on each creature you control. • Mardu — At the beginning of your end step, if a creature died under your control this turn, each opponent sacrifices a creature of their choice.

    4 Mana Value Enchantment rare Tarkir: Dragonstorm
  16. Mox Jasper Magic Cards

    {T}: Add one mana of any color. Activate only if you control a Dragon.

    0 Mana Value Legendary Artifact mythic Tarkir: Dragonstorm
  17. When Sarkhan enters, you may behold a Dragon. If you do, create a Treasure token. (To behold a Dragon, choose a Dragon you control or reveal a Dragon card from your hand.) Whenever a Dragon you control enters, put a +1/+1 counter on Sarkhan. Until end of turn, Sarkhan becomes a Dragon in addition to his other types and gains flying.

    2 Mana Value 2 Power 2 Toughness Legendary Creature — Human Druid rare Tarkir: Dragonstorm
  18. Mox Jasper Magic Cards

    {T}: Add one mana of any color. Activate only if you control a Dragon.

    0 Mana Value Legendary Artifact mythic Tarkir: Dragonstorm
  19. Flying, vigilance When Shiko enters, exile target nonland card with mana value 3 or less from your graveyard. Copy it, then you may cast the copy without paying its mana cost. (A copy of a permanent spell becomes a token.)

    5 Mana Value 4 Power 5 Toughness Legendary Creature — Spirit Dragon mythic Tarkir: Dragonstorm
  20. As this enchantment enters, choose Abzan or Mardu. • Abzan — At the beginning of your end step, put a +1/+1 counter on each creature you control. • Mardu — At the beginning of your end step, if a creature died under your control this turn, each opponent sacrifices a creature of their choice.

    4 Mana Value Enchantment rare Tarkir: Dragonstorm