Conspiracy: Take the Crown
Hidden agenda (Start the game with this conspiracy face down in the command zone and secretly choose a card name. You may turn this conspiracy face up any time and reveal that name.) Whenever a creature you control with the chosen name attacks, you may pay {W}. If you do, that creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Hidden agenda (Start the game with this conspiracy face down in the command zone and secretly choose a card name. You may turn this conspiracy face up any time and reveal that name.) Creatures you control with the chosen name have "When this creature dies, you may pay {B}. If you do, create a tapped 2/2 black Zombie creature token."
Hidden agenda (Start the game with this conspiracy face down in the command zone and secretly choose a card name. You may turn this conspiracy face up any time and reveal that name.) Whenever you cast an instant or sorcery spell, if it targets a creature you control with the chosen name, you may copy that spell and may choose new targets for the copy.
(Start the game with this conspiracy face up in the command zone.) Before drawing your opening hand, choose 1, 2, or 3. You may spend mana as though it were mana of any color to cast creature spells with mana value equal to the chosen number.
Hidden agenda (Start the game with this conspiracy face down in the command zone and secretly choose a card name. You may turn this conspiracy face up any time and reveal that name.) Whenever a creature you control with the chosen name deals combat damage to a player, you may pay {U}. If you do, draw a card.
(Start the game with this conspiracy face up in the command zone.) At the beginning of your first upkeep, create a 1/2 white Soldier creature token with defender. At the beginning of each other player's first upkeep, that player creates a 1/1 red Goblin creature token with "This token can't block."
(Start the game with this conspiracy face up in the command zone.) The first creature spell you cast each turn costs {1} less to cast. You can't cast instant or sorcery spells.
Hidden agenda (Start the game with this conspiracy face down in the command zone and secretly choose a card name. You may turn this conspiracy face up any time and reveal that name.) Creatures you control with the chosen name have "{R}: This creature gets +1/+0 until end of turn."
Hidden agenda (Start the game with this conspiracy face down in the command zone and secretly choose a card name. You may turn this conspiracy face up any time and reveal that name.) Creatures you control with the chosen name have "At the beginning of combat on your turn, you may pay {G}. If you do, put a +1/+1 counter on this creature."
(Start the game with this conspiracy face up in the command zone.) Your starting deck can't have basic land cards and your starting hand size is five. Exile a card from your hand: This turn, you may play basic lands from outside the game. Basic lands you control have "{T}: Add one mana of any color."
Double agenda (Start the game with this conspiracy face down in the command zone and secretly choose two different card names. You may turn this conspiracy face up any time and reveal those names.) Whenever you cast a creature spell with one of the chosen names, you may search your library for a creature card with the other chosen name, reveal it, put it into your hand, then shuffle.
(Start the game with this conspiracy face up in the command zone.) Each creature you control assigns combat damage equal to its toughness rather than its power.
While voting, you may vote an additional time. (The votes can be for different choices or for the same choice.)
Reveal this card as you draft it and note how many cards you've drafted this draft round, including this card. {W}, {T}: Tap target creature with power less than or equal to the highest number you noted for cards named Custodi Peacekeeper.
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.) Whenever this creature attacks, return target creature card with mana value X or less from your graveyard to the battlefield, where X is the number of players you attacked this combat.
Council's dilemma — When this creature enters, starting with you, each player votes for strength or numbers. Put a +1/+1 counter on this creature for each strength vote and create a 1/1 white Soldier creature token for each numbers vote.
Draft this card face up. As you draft a creature card, you may reveal it, note its name, then turn this card face down. As long as you control one or more creatures with a name you noted for cards named Noble Banneret, this creature and those creatures get +1/+1 and have lifelink.
When this creature enters, you become the monarch. When this creature enters, exile target creature an opponent controls until an opponent becomes the monarch.
When this creature enters, you become the monarch.
Draft this card face up. As you draft a creature card, you may reveal it, note its creature types, then turn this card face down. Other creatures you control of a type you noted for cards named Paliano Vanguard get +1/+1.
When this creature enters, you become the monarch. All damage that would be dealt to you is dealt to this creature instead.
When this creature enters, you may search your library for a creature card with toughness 2 or less, reveal it, put it into your hand, then shuffle.
As this creature enters, choose a number. Noncreature spells with mana value equal to the chosen number can't be cast.
Enchant creature Enchanted creature can't attack you or planeswalkers you control. Enchanted creature can't block creatures you control.
At the beginning of your end step, if you're the monarch, put a +1/+1 counter on this creature.
Flying Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
Before you shuffle your deck to start the game, you may reveal this card from your deck and exile an instant or sorcery card you drafted that isn't in your deck. When this creature enters, copy a card you exiled with cards named Arcane Savant. You may cast the copy without paying its mana cost.
When this creature enters, you become the monarch. Whenever this creature and another creature attack different players, this creature can't be blocked this combat.
Flying Whenever this creature attacks, you may goad target creature defending player controls. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
Council's dilemma — Starting with you, each player votes for time or money. For each time vote, take an extra turn after this one. For each money vote, choose a permanent owned by the voter and gain control of it. Exile Expropriate.
You choose how each player votes this turn. Draw a card.
Draft this card face up. During the draft, you may turn this card face down. If you do, look at the next card drafted by a player of your choice. Flying
When this creature enters, you may goad target creature. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
When this creature enters, you become the monarch. At the beginning of your upkeep, if you're the monarch, creatures you control can't be blocked this turn.
Flying Council's dilemma — When this creature enters, starting with you, each player votes for feather or quill. Put a +1/+1 counter on this creature for each feather vote and draw a card for each quill vote. For each card drawn this way, discard a card.
{6}{U}: Monstrosity 4. (If this creature isn't monstrous, put four +1/+1 counters on it and it becomes monstrous.) As long as this creature is monstrous, it has hexproof. (It can't be the target of spells or abilities your opponents control.)
Reveal this card as you draft it. The next time a player drafts a card from this booster pack, guess that card's name. Then that player reveals the drafted card. Flying When this creature enters, if you guessed correctly for a card named Spire Phantasm, draw a card.
Flash You may have this creature enter as a copy of any creature on the battlefield.
Draft this card face up. As long as this card is face up during the draft, you can't look at booster packs and must draft cards at random. After you draft three cards this way, turn this card face down. (You may look at cards as you draft them.) Flying
Council's dilemma — Starting with you, each player votes for death or taxes. Each opponent sacrifices a creature of their choice for each death vote and discards a card for each taxes vote.
When this creature enters, you become the monarch. Whenever you become the monarch, target player sacrifices a creature of their choice.
{2}: Put a plot counter on this enchantment. Any player may activate this ability. When there are five or more plot counters on this enchantment, sacrifice it. If you do, destroy up to two target creatures.
At the beginning of your end step, if you're the monarch, each opponent loses 1 life and you gain 1 life.
When this enchantment enters, you become the monarch. Whenever a creature attacks you or a planeswalker you control, that creature's controller loses 1 life.
Reveal this card as you draft it. The player to your right chooses a color, you choose another color, then the player to your left chooses a third color. Destroy target creature that's one or more of the colors chosen as you drafted cards named Regicide.
{3}{B}{B}: Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.) As long as this creature is monstrous, it has menace. (It can't be blocked except by two or more creatures.)
Draft this card face up. As you draft a card, you may reveal it, note its name, then turn this card face down. When this creature enters, you may search your library for a card with a name you noted for cards named Smuggler Captain, reveal it, put it into your hand, then shuffle.
Deathtouch When this creature enters, you become the monarch.
Until end of turn, gain control of target creature and it gains haste. Untap and goad that creature. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
When this creature enters, you become the monarch. This creature can't attack unless defending player is the monarch.
Menace (This creature can't be blocked except by two or more creatures.) Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
Reveal this card as you draft it and note how many cards you've drafted this draft round, including this card. Garbage Fire deals damage to target creature equal to the highest number you noted for cards named Garbage Fire.
Whenever this creature attacks, you may goad target creature defending player controls. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
Whenever a creature you control deals combat damage to a player, choose one — • Goad target creature that player controls. • Exile the top card of that player's library. Until end of turn, you may cast that card and you may spend mana as though it were mana of any color to cast that spell.
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.) Whenever this creature deals combat damage to an opponent, it deals that much damage to each other opponent.
Reveal this card as you draft it and note how many cards you've drafted this draft round, including this card. Menace (This creature can't be blocked except by two or more creatures.) This creature enters with X +1/+1 counters on it, where X is the highest number you noted for cards named Pyretic Hunter.
Flying When this creature enters, you become the monarch. At the beginning of your upkeep, if you're the monarch, create a 5/5 red Dragon creature token with flying.
Subterranean Tremors deals X damage to each creature without flying. If X is 4 or more, destroy all artifacts. If X is 8 or more, create an 8/8 red Lizard creature token.
Before you shuffle your deck to start the game, you may reveal this card from your deck and exile three or more creature cards you drafted that aren't in your deck. {1}{R}: Choose a card at random you exiled with cards named Volatile Chimera. This creature becomes a copy of that card, except it has this ability.
Draft this card face up. As you draft a card, you may remove it from the draft face up. (It isn't in your card pool.) If you removed a creature card with flying from the draft with cards named Animus of Predation, this creature has flying. The same is true for first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, reach, and vigilance.
When this creature enters, each player may discard a card. Each player who discarded a card this way may search their library for a basic land card, reveal it, put it into their hand, then shuffle.
Before you shuffle your deck to start the game, you may reveal this card from your deck and exile a creature card you drafted that isn't in your deck. {X}, {T}: Create a token that's a copy of a card you exiled with cards named Caller of the Untamed. X is the mana value of that card.
{X}{G}{G}{G}: Monstrosity X. (If this creature isn't monstrous, put X +1/+1 counters on it and it becomes monstrous.) As long as this creature is monstrous, it has trample.
When this creature enters, you become the monarch. This creature can block an additional creature each combat as long as you're the monarch.
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.) At the beginning of combat on your turn, another target creature you control gains melee until end of turn. (If a creature has multiple instances of melee, each triggers separately.)
Draft this card face up. As you draft a card, you may draft an additional card from that booster pack. If you do, turn this card face down, then pass the next booster pack without drafting a card from it. (You may look at that booster pack.)
Trample Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
Council's dilemma — When this creature enters, starting with you, each player votes for sprout or harvest. Put two +1/+1 counters on this creature for each sprout vote. You gain 3 life for each harvest vote.
Trample When this creature enters, you become the monarch. Whenever you tap a land for mana while you're the monarch, add an additional one mana of any color.
Whenever another creature enters, its controller may draw a card if its power is greater than each other creature's power. {G}, {T}: Add X mana in any combination of colors, where X is the greatest power among creatures you control.
Council's dilemma — Starting with you, each player votes for wild or free. Reveal cards from the top of your library until you reveal a creature card for each wild vote. Put those creature cards onto the battlefield, then shuffle the rest into your library. You may put a permanent card from your hand onto the battlefield for each free vote.
{4}{G}{G}: Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.) When this creature becomes monstrous, create a token that's a copy of this creature. (The token has no counters and isn't monstrous.)
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.) Other creatures you control have melee. (If a creature has multiple instances of melee, each triggers separately.)
[+1]: Create a 1/1 colorless Construct artifact creature token with defender. [−1]: You may sacrifice an artifact. If you do, destroy target artifact or creature. [−6]: Choose target artifact card in a graveyard or artifact on the battlefield. Create three tokens that are copies of it.
[0]: Exile Kaya or up to one target creature. Return that card to the battlefield under its owner's control at the beginning of your next upkeep. You lose 2 life. [−1]: Each opponent loses 2 life and you gain 2 life. [−2]: Each opponent discards a card and you draw a card.
When this creature enters, you become the monarch. Whenever an opponent becomes the monarch, if you were the monarch as the turn began, that player loses 2 life and you gain 2 life.
Each opponent can't draw more than one card each turn. Whenever you or a permanent you control becomes the target of a spell or ability an opponent controls, you may draw a card.
Deathtouch, haste When Queen Marchesa enters, you become the monarch. At the beginning of your upkeep, if an opponent is the monarch, create a 1/1 black Assassin creature token with deathtouch and haste.
Equipped creature gets +1/+1 and has all names of nonlegendary creature cards in addition to its name. Equip {2}
{T}: Add {C}. {4}, {T}, Sacrifice this land: You become the monarch.
Flash (You may cast this spell any time you could cast an instant.) When this creature enters, target creature gets +0/+3 until end of turn.
Destroy target artifact or enchantment.
When this creature dies, create a 1/1 white Spirit creature token with flying.
Return to the battlefield all permanent cards in your graveyard that were put there from the battlefield this turn.
Enchant creature Enchanted creature has flying. Prevent all combat damage that would be dealt to and dealt by enchanted creature.
Creatures can't attack you unless their controller pays {2} for each creature they control that's attacking you.
Creatures you control get +1/+2 until end of turn. Untap those creatures. Basic landcycling {1}{W} ({1}{W}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
Target creature you control gains protection from the color of your choice until end of turn. (It can't be blocked, targeted, dealt damage, enchanted, or equipped by anything of that color.) Scry 1.
Flying This creature can block any number of creatures. Whenever this creature blocks, it gets +1/+1 until end of turn for each creature it's blocking.
Hail of Arrows deals X damage divided as you choose among any number of target attacking creatures.
Put all creatures on the bottom of their owners' libraries.
Flash (You may cast this spell any time you could cast an instant.) Flying When this creature enters, remove target attacking or blocking creature from combat.
Vigilance {3}{W}{W}{W}: Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.) As long as this creature is monstrous, it has reach and can block an additional ninety-nine creatures each combat.
Destroy target attacking creature.
Enchant creature All damage that would be dealt to you is dealt to enchanted creature instead.
Create two 1/1 white Soldier creature tokens.
You gain 3 life. Draw a card.
Flying You have hexproof. (You can't be the target of spells or abilities your opponents control.)
Flying
Two target creatures you control each get +2/+2 and gain flying until end of turn.
Target creature gets +2/+2 and gains first strike until end of turn.
Flash (You may cast this spell any time you could cast an instant.) Enchant creature Enchanted creature doesn't untap during its controller's untap step.
{1}{U}, {T}: Target creature gains flying until end of turn.
Flash (You may cast this spell any time you could cast an instant.) Flying
Reveal the top three cards of your library. Target opponent may choose to put those cards into your hand. If they don't, put those cards into your graveyard and draw five cards.
Flash (You may cast this spell any time you could cast an instant.) When this creature enters, choose one — • Untap target permanent you control. • Tap target permanent an opponent controls.
Counter target spell. If an artifact or creature spell is countered this way, put that card onto the battlefield under your control instead of into its owner's graveyard.
Counter target spell. Draw a card.
Draw two cards.
Target creature gets -1/-0 until end of turn. Draw a card.
Enchant creature At the beginning of your upkeep, create a token that's a copy of enchanted creature.
Return up to two target creatures to their owners' hands.
At the beginning of each player's draw step, that player draws an additional card.
{T}: Draw a card, then discard a card.
Flying Whenever this creature attacks or blocks, untap target permanent.
Defender When this creature enters, you may return target instant or sorcery card from your graveyard to your hand.
Counter target noncreature spell.
When this creature enters, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Return target creature to its owner's hand. Draw a card.
Draw a card. Scry 2.
Each player may put an artifact, creature, enchantment, or land card from their hand onto the battlefield.
Flying {2}{U}: Draw a card, then put a +1/+1 counter on this creature.
Counter target spell. Basic landcycling {1}{U} ({1}{U}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
Flying This creature can block only creatures with flying.
Defender Whenever this creature blocks a creature, tap that creature. That creature doesn't untap during its controller's next untap step.
Target player loses 4 life and you gain 4 life. Basic landcycling {1}{B} ({1}{B}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
As an additional cost to cast this spell, sacrifice a creature. Draw two cards.
If there are ten or more creature cards total in all graveyards, this spell costs {6} less to cast. Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) {T}: Destroy target creature. It can't be regenerated.
Flying When this creature enters, each player loses 1 life.
Lifelink
Target creature gets -X/-X until end of turn.
Search your library for a card, put that card into your hand, then shuffle.
When this creature dies, return target creature card with mana value 2 or less from your graveyard to the battlefield.
When this creature enters, target creature gets -2/-2 until end of turn.
Nonblack creatures get -1/-1 until end of turn.
When this creature enters, each player sacrifices a creature of their choice.
Flying This creature gets +3/+3 as long as an opponent has no cards in hand. Whenever this creature deals combat damage to a player, that player discards a card.
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) Whenever another nontoken creature dies, you may draw a card.
All creatures get -2/-2 until end of turn.
Target player reveals their hand. You choose a nonland card from it with mana value 3 or less. That player discards that card.
Deathtouch {5}{B}{B}: Monstrosity 1. (If this creature isn't monstrous, put a +1/+1 counter on it and it becomes monstrous.) When this creature becomes monstrous, destroy target non-Gorgon creature an opponent controls.
When this creature enters, return target creature card of an opponent's choice from your graveyard to your hand.
Destroy target creature.
At the beginning of your upkeep, you draw a card and you lose 1 life.
Destroy target creature an opponent controls. Each other creature that player controls gets -2/-0 until end of turn.
Return target creature card from your graveyard to your hand.
Flying Whenever a creature an opponent controls dies, you may gain 3 life. Whenever an opponent discards a card, you may gain 3 life.
When this creature dies, target creature an opponent controls gets -1/-1 until end of turn.
Whenever this creature deals combat damage to a player, put a +1/+1 counter on it.
Each opponent discards two cards.
Burn Away deals 6 damage to target creature. When that creature dies this turn, exile its controller's graveyard.
You may reveal a sorcery card you own from outside the game and put it into your hand. Exile Burning Wish.
At the beginning of your upkeep, return an instant or sorcery card at random from your graveyard to your hand. Whenever you cast an instant or sorcery spell, this creature gets +4/+0 until end of turn.
Up to two target creatures each get +1/+0 and gain first strike until end of turn. (They deal combat damage before creatures without first strike.)
This creature can't attack or block alone.
Fiery Fall deals 5 damage to target creature. Basic landcycling {1}{R} ({1}{R}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
Flame Slash deals 4 damage to target creature.
When this creature dies, it deals 3 damage divided as you choose among one, two, or three targets.
{R}: This creature gains flying until end of turn.
{T}: Target creature with power 2 or less can't be blocked this turn.
If a creature you control would deal damage to a permanent or player, it deals double that damage instead.
Whenever you cast an instant or sorcery spell, this creature deals 2 damage to each opponent.
Whenever another creature enters, you may put X +1/+1 counters on this creature, where X is that creature's power.
Whenever this creature deals combat damage to a player, put a +1/+1 counter on it. Whenever another creature dies, put a +1/+1 counter on this creature.
Choose one — • Hurly-Burly deals 1 damage to each creature without flying. • Hurly-Burly deals 1 damage to each creature with flying.
Trample {5}{R}: Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.)
Whenever you cast an instant or sorcery spell, this creature gets +3/+0 until end of turn.
Defender
{6}{R}{R}: Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.) When this creature becomes monstrous, creatures without flying your opponents control can't block this turn.
Sulfurous Blast deals 2 damage to each creature and each player. If you cast this spell during your main phase, Sulfurous Blast deals 3 damage to each creature and each player instead.
As an additional cost to cast this spell, discard a card. Draw two cards.
Attacking creatures get +2/+0 until end of turn.
Twin Bolt deals 2 damage divided as you choose among one or two targets.
Destroy target permanent. Its controller creates a 3/3 green Beast creature token.
Cast this spell only before the combat damage step. Target creature gains trample and gets +X/+0 until end of turn, where X is its power. At the beginning of the next end step, destroy that creature if it attacked this turn.
Flying {T}: Add one mana of any color.
Vigilance (Attacking doesn't cause this creature to tap.)
Whenever an opponent plays a land, you may put a land card from your hand onto the battlefield.
Whenever this creature attacks, untap each other creature you control.
Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Exile target artifact or enchantment.
Whenever a player casts a spell, you may put a +1/+1 counter on this creature. At the beginning of your upkeep, you may move any number of +1/+1 counters from this creature onto other creatures.
Target creature must be blocked this turn if able. Draw a card.
Target creature gains deathtouch until end of turn. (Any amount of damage it deals to a creature is enough to destroy that creature.) Draw a card.
Search your library for a basic land card, reveal it, put it into your hand, then shuffle.
Whenever you cast a spell, this creature gets +X/+X until end of turn, where X is that spell's mana value.
Reach {6}{G}: Monstrosity 4. (If this creature isn't monstrous, put four +1/+1 counters on it and it becomes monstrous.)
Reach (This creature can block creatures with flying.) Whenever this creature blocks a creature with flying, this creature gets +2/+0 until end of turn.
Creatures you control get +3/+3 and gain trample until end of turn. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Destroy target creature with flying.
Target creature you control fights target creature you don't control. (Each deals damage equal to its power to the other.)
Vigilance {6}{G}: Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.)
Until end of turn, target creature gains trample and gets +X/+X, where X is the number of attacking creatures.
Target player gains 8 life. Basic landcycling {1}{G} ({1}{G}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
{T}: Untap target land.
Whenever a creature enters, if you cast it from your hand, you may search your library for a creature card with the same total power and toughness, put it onto the battlefield, then shuffle.
Whenever this creature attacks, it gets +X/+0 until end of turn, where X is the number of attacking creatures you control.
Flying Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Whenever a creature blocks, that creature's controller loses 1 life. {1}{B}{R}: Regenerate this creature.
When this creature enters, reveal the top card of your library. If it's a land card, put it onto the battlefield. Otherwise, put that card into your hand.
Reach Whenever an opponent casts a spell, create a 1/1 green Insect creature token.
Flying At the beginning of your upkeep, each player reveals the top card of their library, loses life equal to that card's mana value, then puts it into their hand.
Attacking creatures you control get +1/+0 and have menace.
Whenever another creature you control enters, put a +1/+1 counter on that creature and a +1/+1 counter on this creature.
When this creature enters, you may return target creature or enchantment card from your graveyard to your hand.
Flying {1}{U}: Target creature an opponent controls attacks this turn if able. {1}{B}, {T}: Attacking creatures get -1/-1 until end of turn.
Flying {2}{U}{R}: Scry 1, then reveal the top card of your library. This creature gets +X/+0 until end of turn, where X is that card's mana value. (To scry 1, look at the top card of your library, then you may put that card on the bottom.)
Equipped creature gets +X/+X, where X is its mana value. Equip {4}
Whenever a player plays a land, that player draws a card.
Equipped creature gets +1/+0 and has flying. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
{T}: Add one mana of any color.
Flying You can't lose the game and your opponents can't win the game.
Psychosis Crawler's power and toughness are each equal to the number of cards in your hand. Whenever you draw a card, each opponent loses 1 life.
When this creature dies, each player draws a card.
{T}: Add {C}. {4}: This land becomes a 4/2 Golem artifact creature until end of turn. It's still a land.
{T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
{T}: Add one mana of any color that a land an opponent controls could produce.
{T}: Add {C}. {4}, {T}: Target creature can't be blocked this turn.
{T}: Add {C}. {1}, {T}: Add one mana of any color.
[0]: Exile Kaya or up to one target creature. Return that card to the battlefield under its owner's control at the beginning of your next upkeep. You lose 2 life. [−1]: Each opponent loses 2 life and you gain 2 life. [−2]: Each opponent discards a card and you draw a card.
At the beginning of your end step, draw a card. Whenever a creature deals combat damage to you, its controller becomes the monarch.
Defender
Flying
Deathtouch, haste
Flying
This creature can't block.
Defender
| Card | Number | Rarity | Price |
|---|---|---|---|
Adriana's Valor | 1 | Common | $0.08 |
Assemble the Rank and Vile | 2 | Common | $0.09 |
Echoing Boon | 3 | Uncommon | $0.14 |
Emissary's Ploy | 4 | Rare | $0.21 |
Hired Heist | 5 | Common | $0.10 |
Hold the Perimeter | 6 | Rare | $0.15 |
Hymn of the Wilds | 7 | Mythic | $0.30 |
Incendiary Dissent | 8 | Common | $0.11 |
Natural Unity | 9 | Common | $0.12 |
Sovereign's Realm | 10 | Mythic | $0.25 |
Summoner's Bond | 11 | Uncommon | $0.14 |
Weight Advantage | 12 | Rare | $0.16 |
Ballot Broker | 13 | Common | $0.26 |
Custodi Peacekeeper | 14 | Common | $0.02 |
Custodi Soulcaller | 15 | Uncommon | $0.22 |
Lieutenants of the Guard | 16 | Common | $0.13 |
Noble Banneret | 17 | Uncommon | $0.04 |
Palace Jailer | 18 | Uncommon | $0.25 |
Palace Sentinels | 19 | Common | $0.12 |
Paliano Vanguard | 20 | Rare | $0.11 |
Protector of the Crown | 21 | Rare | $1.77 |
Recruiter of the Guard | 22 | Rare | $6.12 |
Sanctum Prelate | 23 | Mythic | $1.33 |
Spectral Grasp | 24 | Uncommon | $0.13 |
Throne Warden | 25 | Common | $0.11 |
Wings of the Guard | 26 | Common | $0.13 |
Arcane Savant | 27 | Rare | $0.16 |
Canal Courier | 28 | Common | $0.07 |
Coveted Peacock | 29 | Uncommon | $0.07 |
Expropriate | 30 | Mythic | $14.42 |
Illusion of Choice | 31 | Uncommon | $2.40 |
Illusionary Informant | 32 | Common | $0.06 |
Jeering Homunculus | 33 | Common | $0.15 |
Keeper of Keys | 34 | Rare | $3.00 |
Messenger Jays | 35 | Common | $0.12 |
Skittering Crustacean | 36 | Common | $0.05 |
Spire Phantasm | 37 | Uncommon | $0.06 |
Stunt Double | 38 | Rare | $6.30 |
Archdemon of Paliano | 39 | Rare | $0.26 |
Capital Punishment | 40 | Rare | $3.86 |
Custodi Lich | 41 | Rare | $0.46 |
Deadly Designs | 42 | Uncommon | $0.13 |
Garrulous Sycophant | 43 | Common | $0.13 |
Marchesa's Decree | 44 | Uncommon | $1.38 |
Regicide | 45 | Common | $0.06 |
Sinuous Vermin | 46 | Common | $0.22 |
Smuggler Captain | 47 | Uncommon | $0.05 |
Thorn of the Black Rose | 48 | Common | $0.27 |
Besmirch | 49 | Uncommon | $0.43 |
Crown-Hunter Hireling | 50 | Common | $0.10 |
Deputized Protester | 51 | Common | $0.08 |
Garbage Fire | 52 | Common | $0.04 |
Goblin Racketeer | 53 | Common | $0.10 |
Grenzo, Havoc Raiser | 54 | Rare | $0.44 |
Grenzo's Ruffians | 55 | Uncommon | $0.22 |
Pyretic Hunter | 56 | Uncommon | $0.05 |
Skyline Despot | 57 | Rare | $0.50 |
Subterranean Tremors | 58 | Mythic | $7.38 |
Volatile Chimera | 59 | Rare | $0.17 |
Animus of Predation | 60 | Uncommon | $0.10 |
Borderland Explorer | 61 | Common | $0.10 |
Caller of the Untamed | 62 | Rare | $0.19 |
Domesticated Hydra | 63 | Uncommon | $0.19 |
Entourage of Trest | 64 | Common | $0.09 |
Fang of the Pack | 65 | Uncommon | $0.19 |
Leovold's Operative | 66 | Common | $0.10 |
Menagerie Liberator | 67 | Common | $0.11 |
Orchard Elemental | 68 | Common | $0.10 |
Regal Behemoth | 69 | Rare | $0.48 |
Selvala, Heart of the Wilds | 70 | Mythic | $5.91 |
Selvala's Stampede | 71 | Rare | $2.64 |
Splitting Slime | 72 | Rare | $0.64 |
Adriana, Captain of the Guard | 73 | Rare | $0.33 |
Daretti, Ingenious Iconoclast | 74 | Mythic | $5.95 |
Kaya, Ghost Assassin | 75 | Mythic | $3.08 |
Knights of the Black Rose | 76 | Uncommon | $0.20 |
Leovold, Emissary of Trest | 77 | Mythic | $2.34 |
Queen Marchesa | 78 | Mythic | $1.27 |
Spy Kit | 79 | Uncommon | $0.20 |
Throne of the High City | 80 | Rare | $0.43 |
Affa Guard Hound | 81 | Uncommon | $0.11 |
Disenchant | 82 | Common | $0.10 |
Doomed Traveler | 83 | Common | $0.06 |
Faith's Reward | 84 | Rare | $1.45 |
Ghostly Possession | 85 | Common | $0.03 |
Ghostly Prison | 86 | Uncommon | $7.04 |
Gleam of Resistance | 87 | Common | $0.04 |
Gods Willing | 88 | Common | $0.15 |
Guardian of the Gateless | 89 | Uncommon | $0.29 |
Hail of Arrows | 90 | Uncommon | $0.22 |
Hallowed Burial | 91 | Rare | $0.45 |
Hollowhenge Spirit | 92 | Uncommon | $0.10 |
Hundred-Handed One | 93 | Rare | $0.24 |
Kill Shot | 94 | Common | $0.05 |
Pariah | 95 | Rare | $2.06 |
Raise the Alarm | 96 | Common | $0.04 |
Reviving Dose | 97 | Common | $0.04 |
Spirit of the Hearth | 98 | Rare | $0.40 |
Wild Griffin | 99 | Common | $0.09 |
Windborne Charge | 100 | Uncommon | $0.07 |
Zealous Strike | 101 | Common | $0.02 |
Bonds of Quicksilver | 102 | Common | $0.04 |
Caller of Gales | 103 | Common | $0.07 |
Cloaked Siren | 104 | Common | $0.01 |
Covenant of Minds | 105 | Rare | $0.24 |
Deceiver Exarch | 106 | Uncommon | $0.24 |
Desertion | 107 | Rare | $0.77 |
Dismiss | 108 | Uncommon | $0.12 |
Divination | 109 | Common | $0.05 |
Fleeting Distraction | 110 | Common | $0.09 |
Followed Footsteps | 111 | Rare | $2.69 |
Into the Void | 112 | Uncommon | $0.06 |
Kami of the Crescent Moon | 113 | Rare | $6.75 |
Merfolk Looter | 114 | Uncommon | $0.35 |
Merfolk Skyscout | 115 | Uncommon | $0.18 |
Mnemonic Wall | 116 | Common | $0.14 |
Negate | 117 | Common | $0.18 |
Omenspeaker | 118 | Common | $0.02 |
Repulse | 119 | Common | $0.08 |
Serum Visions | 120 | Uncommon | $1.12 |
Show and Tell | 121 | Mythic | $16.39 |
Sphinx of Magosi | 122 | Rare | $0.14 |
Traumatic Visions | 123 | Common | $0.06 |
Vaporkin | 124 | Common | $0.05 |
Vertigo Spawn | 125 | Uncommon | $0.05 |
Absorb Vis | 126 | Common | $0.04 |
Altar's Reap | 127 | Common | $0.14 |
Avatar of Woe | 128 | Mythic | $4.01 |
Blood-Toll Harpy | 129 | Common | $0.04 |
Child of Night | 130 | Common | $0.05 |
Death Wind | 131 | Common | $0.06 |
Diabolic Tutor | 132 | Uncommon | $3.12 |
Driver of the Dead | 133 | Common | $0.04 |
Farbog Boneflinger | 134 | Uncommon | $0.04 |
Festergloom | 135 | Common | $0.04 |
Fleshbag Marauder | 136 | Uncommon | $0.25 |
Guul Draz Specter | 137 | Rare | $0.22 |
Harvester of Souls | 138 | Rare | $1.17 |
Infest | 139 | Uncommon | $0.12 |
Inquisition of Kozilek | 140 | Rare | $0.39 |
Keepsake Gorgon | 141 | Uncommon | $0.08 |
Mausoleum Turnkey | 142 | Uncommon | $0.03 |
Murder | 143 | Common | $0.06 |
Phyrexian Arena | 144 | Rare | $5.11 |
Public Execution | 145 | Uncommon | $0.05 |
Raise Dead | 146 | Common | $0.10 |
Sangromancer | 147 | Rare | $1.04 |
Shambling Goblin | 148 | Common | $0.09 |
Stromkirk Patrol | 149 | Common | $0.03 |
Unnerve | 150 | Common | $0.12 |
Burn Away | 151 | Uncommon | $0.15 |
Burning Wish | 152 | Rare | $0.91 |
Charmbreaker Devils | 153 | Rare | $0.19 |
Coordinated Assault | 154 | Uncommon | $0.04 |
Ember Beast | 155 | Common | $0.06 |
Fiery Fall | 156 | Common | $0.03 |
Flame Slash | 157 | Common | $0.18 |
Gang of Devils | 158 | Uncommon | $0.04 |
Goblin Balloon Brigade | 159 | Common | $0.08 |
Goblin Tunneler | 160 | Common | $0.12 |
Gratuitous Violence | 161 | Rare | $1.29 |
Guttersnipe | 162 | Uncommon | $0.27 |
Hamletback Goliath | 163 | Rare | $0.17 |
Havengul Vampire | 164 | Uncommon | $0.18 |
Hurly-Burly | 165 | Common | $0.09 |
Ill-Tempered Cyclops | 166 | Common | $0.03 |
Kiln Fiend | 167 | Common | $0.07 |
Ogre Sentry | 168 | Common | $0.06 |
Stoneshock Giant | 169 | Uncommon | $0.10 |
Sulfurous Blast | 170 | Uncommon | $0.16 |
Tormenting Voice | 171 | Common | $0.08 |
Trumpet Blast | 172 | Common | $0.11 |
Twin Bolt | 173 | Common | $0.04 |
Beast Within | 174 | Uncommon | $1.82 |
Berserk | 175 | Mythic | $14.96 |
Birds of Paradise | 176 | Rare | $10.99 |
Brushstrider | 177 | Uncommon | $0.06 |
Burgeoning | 178 | Rare | $33.33 |
Copperhorn Scout | 179 | Common | $0.21 |
Explosive Vegetation | 180 | Uncommon | $1.34 |
Fade into Antiquity | 181 | Common | $0.13 |
Forgotten Ancient | 182 | Rare | $0.81 |
Irresistible Prey | 183 | Uncommon | $0.26 |
Lace with Moonglove | 184 | Common | $0.13 |
Lay of the Land | 185 | Common | $0.11 |
Manaplasm | 186 | Uncommon | $0.21 |
Nessian Asp | 187 | Uncommon | $0.10 |
Netcaster Spider | 188 | Common | $0.08 |
Overrun | 189 | Uncommon | $0.26 |
Plummet | 190 | Common | $0.04 |
Prey Upon | 191 | Common | $0.06 |
Ravenous Leucrocota | 192 | Common | $0.12 |
Strength in Numbers | 193 | Common | $0.18 |
Sylvan Bounty | 194 | Common | $0.08 |
Voyaging Satyr | 195 | Common | $0.16 |
Wild Pair | 196 | Rare | $1.26 |
Akroan Hoplite | 197 | Uncommon | $0.04 |
Ascended Lawmage | 198 | Uncommon | $0.09 |
Carnage Gladiator | 199 | Uncommon | $0.04 |
Coiling Oracle | 200 | Uncommon | $0.09 |
Dragonlair Spider | 201 | Rare | $1.47 |
Duskmantle Seer | 202 | Rare | $0.24 |
Gruul War Chant | 203 | Uncommon | $0.22 |
Juniper Order Ranger | 204 | Uncommon | $0.13 |
Pharika's Mender | 205 | Uncommon | $0.18 |
Shipwreck Singer | 206 | Uncommon | $0.12 |
Stormchaser Chimera | 207 | Uncommon | $0.06 |
Bronze Sable | 208 | Common | $0.03 |
Hedron Matrix | 209 | Rare | $0.38 |
Hexplate Golem | 210 | Common | $0.04 |
Horn of Greed | 211 | Rare | $20.07 |
Kitesail | 212 | Common | $0.02 |
Opaline Unicorn | 213 | Common | $0.16 |
Platinum Angel | 214 | Mythic | $8.17 |
Psychosis Crawler | 215 | Rare | $0.58 |
Runed Servitor | 216 | Uncommon | $0.07 |
Dread Statuary | 217 | Uncommon | $0.15 |
Evolving Wilds | 218 | Common | $0.10 |
Exotic Orchard | 219 | Rare | $0.22 |
Rogue's Passage | 220 | Uncommon | $0.34 |
Shimmering Grotto | 221 | Uncommon | $0.12 |
Kaya, Ghost Assassin | 222 | Mythic | $31.19 |
The Monarch | 1 | $0.19 | |
Soldier | 2 | $0.11 | |
Soldier | 3 | $0.09 | |
Spirit | 4 | $0.16 | |
Assassin | 5 | $1.90 | |
Zombie | 6 | $0.21 | |
Dragon | 7 | $0.39 | |
Goblin | 8 | $0.24 | |
Lizard | 9 | $0.17 | |
Beast | 10 | $0.27 | |
Insect | 11 | $0.32 | |
Construct | 12 | $0.19 |