Murders at Karlov Manor Commander
This land enters tapped. When this land enters, return a land you control to its owner's hand. {T}: Add {R}{W}.
({T}: Add {G} or {W}.) This land enters tapped unless you control two or more basic lands.
This land enters tapped unless you control a Plains. {T}: Add {W}. {2}{W}{W}, {T}: Create a 1/1 white Human creature token.
As this land enters, you may reveal an Island or Swamp card from your hand. If you don't, this land enters tapped. {T}: Add {U} or {B}.
({T}: Add {R} or {G}.) This land enters tapped unless you control two or more basic lands.
{T}: Add one mana of any color in your commander's color identity.
{1}, {T}: Add {U}{B}.
This land enters tapped. When this land enters, return a land you control to its owner's hand. {T}: Add {U}{B}.
{T}: Add {C}. {3}: Return this card from your graveyard to the battlefield tapped.
{T}: Add one mana of any color that a land an opponent controls could produce.
({T}: Add {U} or {B}.) This land enters tapped. Cycling {2} ({2}, Discard this card: Draw a card.)
As this land enters, you may reveal a Forest or Plains card from your hand. If you don't, this land enters tapped. {T}: Add {G} or {W}.
As this land enters, you may reveal a Mountain or Plains card from your hand. If you don't, this land enters tapped. {T}: Add {R} or {W}.
As this land enters, you may reveal a Mountain or Forest card from your hand. If you don't, this land enters tapped. {T}: Add {R} or {G}.
This land enters tapped. When this land enters, return a land you control to its owner's hand. {T}: Add {R}{G}.
{T}: Add {C}. {2}, Exile a land card from your graveyard: This land becomes a 3/4 Elemental creature until end of turn. It's still a land.
({T}: Add {W} or {U}.) This land enters tapped. Cycling {2} ({2}, Discard this card: Draw a card.)
This land enters tapped. {T}: Add {R}, {G}, or {W}.
{T}: Add {C}. {X}{R}{G}, {T}: Target creature gets +X/+0 and gains trample until end of turn.
{T}: Add {C}. {1}{R}, {T}: Create a 0/1 red Kobold creature token named Kobolds of Kher Keep.
This land enters tapped. {T}: Add {C}. {2}, {T}, Sacrifice this land: Search your library for a Forest card and a Plains card, put them onto the battlefield tapped, then shuffle.
{T}: Add {C}. {4}, {T}: Remove target attacking or blocking creature from combat.
This land enters tapped. {T}: Add {U}. Cycling {U} ({U}, Discard this card: Draw a card.)
{1}, {T}: Add {R}{G}.
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.) This land enters tapped. {T}: Add {G}. {G}, {T}: You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.
This land enters tapped. {T}: Add {C}. {2}, {T}, Sacrifice this land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.
({T}: Add {U}.) This land enters tapped unless you control three or more other Islands. When this land enters untapped, you may put target instant or sorcery card from your graveyard on top of your library.
This land enters tapped. {T}: Add {R} or {W}. {2}{R}{W}: This land becomes a 2/1 red and white Elemental creature with double strike until end of turn. It's still a land.
This land enters tapped. {T}: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
This land enters tapped. {T}: Add {U}. {3}{U}{B}{B}, {T}, Sacrifice this land: Mill four cards, then return a creature card from your graveyard to the battlefield tapped. (To mill a card, put the top card of your library into your graveyard.)
({T}: Add {W} or {U}.) This land enters tapped unless you control two or more basic lands.
You have no maximum hand size. {T}: Add {C}.
{T}: Add {U}. If you played a land this turn, add {B} instead.
{T}: Add {C}. {4}, {T}: Target creature can't be blocked this turn.
({T}: Add {R} or {W}.) This land enters tapped.
({T}: Add {G} or {W}.) This land enters tapped. Cycling {2} ({2}, Discard this card: Draw a card.)
{T}: Add {C}. {2}, {T}, Sacrifice a Desert: Exile all graveyards.
This land enters tapped. {T}: Add {G}, {W}, or {U}.
This land enters tapped. {T}: Add {W}. Cycling {W} ({W}, Discard this card: Draw a card.)
This land enters tapped. When this land enters, return a land you control to its owner's hand. {T}: Add {G}{W}.
({T}: Add {R} or {G}.) This land enters tapped. Cycling {2} ({2}, Discard this card: Draw a card.)
{T}: Add {C}. {T}: Add {C}{C}. Spend this mana only to cast colorless spells. Activate only if you control seven or more lands.
This land enters tapped. When this land enters, return a land you control to its owner's hand. {T}: Add {G}{U}.
{1}, {T}: Add {W}{U}.
{T}: Add {C}. {R}{W}, {T}: Target creature gets +2/+0 and gains vigilance and haste until end of turn.
{T}: Add {C}. {T}, Pay 1 life: Add one mana of any color. Activate only if you control an artifact.
{1}, {T}: Add {G}{W}.
{T}: Add {C}. {2}{R}{W}, {T}: Target creature gains double strike until end of turn.
({T}: Add {U} or {B}.) This land enters tapped unless you control two or more basic lands.
{T}: Add {C}. {T}: Add {U} or {B}. Activate only if you control a Swamp.
This land enters tapped. When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) {T}: Add {R} or {G}.
This land enters tapped. When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) {T}: Add {W} or {U}.
This land enters tapped. When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) {T}: Add {G} or {U}.
This land enters tapped. When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) {T}: Add {G} or {W}.
{T}: Add {C}{C}. Activate only if you control five or more lands.
This land enters tapped. When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) {T}: Add {R} or {W}.
{T}: Add {C}. {4}, {T}, Sacrifice this land: You become the monarch.
{T}: Add {C}. {3}, {T}: Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
This land enters tapped. {T}: Add {G}. Cycling {G} ({G}, Discard this card: Draw a card.)
{T}: Add {C}. {3}, {T}, Pay life equal to the number of colors in your commanders' color identity: Draw a card.
{T}: Add {C}. Morph {2} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)
When Duskana enters, draw a card for each creature you control with base power and toughness 2/2. Whenever a creature you control with base power and toughness 2/2 attacks, it gets +3/+3 until end of turn.
Flying, lifelink Whenever you cast a noncreature spell that targets only Feather, you may choose any number of other creatures that spell could target and pay {2} for each of those creatures. If you do, for each of those creatures, copy that spell. The copy targets that creature. (Copies of permanent spells become tokens.)
Whenever a creature you control that was turned face up this turn deals combat damage to a player, draw a card. {T}: Turn target face-down attacking creature you control face up.
Whenever Marvo attacks, clash with defending player. (Each clashing player reveals the top card of their library, then puts that card on their choice of the top or bottom. A player wins if their card had a greater mana value.) Whenever you win a clash, draw a card. Then you may cast a spell from your hand with mana value 8 or less without paying its mana cost.
Flying, vigilance Whenever you surveil, put a +1/+1 counter on Mirko. At the beginning of your end step, you may return target creature card with power less than Mirko's from your graveyard to the battlefield with a finality counter on it. (If it would die, exile it instead.)
You have no maximum hand size. At the beginning of your upkeep, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.") Whenever you draw your second card each turn, put two +1/+1 counters on Morska.
Vigilance Whenever Nelly Borca attacks, suspect target creature. Then goad all suspected creatures. (A suspected creature has menace and can't block.) Whenever one or more creatures an opponent controls deal combat damage to one or more of your opponents, you and the controller of those creatures each draw a card.
When Sophia enters, create Tiny, a legendary 2/2 green Dog Detective creature token with trample. {1}, Sacrifice an artifact token: Put a +1/+1 counter on each Dog you control. Whenever a Dog you control deals combat damage to a player, create a Food token, then investigate.
When this enchantment enters, investigate twice. (To investigate, create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.") Clues you control are Equipment in addition to their other types and have "Equipped creature gets +2/+0" and equip {2}.
Return target creature card from an opponent's graveyard to the battlefield under their control with a duty counter on it. For as long as that creature has a duty counter on it, it is goaded, can't attack you or a permanent you control, and can't block creatures you control.
Flying Whenever a nontoken creature you control dies, investigate. Clues you control have exalted. (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn for each instance of exalted among permanents you control.)
Flash When this creature dies, if it's not a Spirit, return it to the battlefield under its owner's control with four charge counters on it. It's a Spirit Detective. (It's no longer a Human.) {1}{W}, {T}, Remove a charge counter from this creature: Destroy target creature that dealt damage to you this turn.
Enchant creature Enchanted creature has indestructible and is goaded. (It attacks each combat if able and attacks a player other than you if able.) {1}{W}: Exile enchanted creature.
When this creature enters, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.") At the beginning of combat on your turn, investigate for each goaded creature you control. Then each creature you control is no longer goaded.
If an opponent would begin an extra turn, that player skips that turn instead. Whenever an opponent attacks you with two or more creatures, draws their second card each turn, or casts their second spell each turn, you draw a card.
Whenever this enchantment or another permanent you control is turned face up, scry 1, then draw a card. This ability triggers only once each turn. Disguise {W} (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.)
For each player, exile up to one target nonland permanent that player controls. For each permanent exiled this way, its controller cloaks the top card of their library. (To cloak a card, put it onto the battlefield face down as a 2/2 creature with ward {2}. Turn it face up any time for its mana cost if it's a creature card.)
When this enchantment enters, put a flying counter on each face-down creature you control. Face-down creatures you control enter with a flying counter on them. At the beginning of your upkeep, you may cloak the top card of your library.
Flying Whenever you surveil, you may pay {1}{U}. If you do, create a token that's a copy of this creature.
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) As long as you have the city's blessing, Detectives you control can't be blocked. Whenever you draw your second card each turn, create a 2/2 white and blue Detective creature token.
Flash Flying During each opponent's end step, you may cast spells as though they had flash.
Gravestorm (When you cast this spell, copy it for each permanent put into a graveyard from the battlefield this turn.) Investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Ward {2} At the beginning of each combat, other Clues you control become 6/6 Plant creatures in addition to their other types until end of turn. {2}, Sacrifice this creature: Draw a card.
Flying, ward {3} Whenever you remove a time counter from this card while it's exiled, surveil 1. Suspend 6—{1}{U} (Rather than cast this card from your hand, you may pay {1}{U} and exile it with six time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost. It has haste.)
Surveil 3, then return a creature card from your graveyard to the battlefield with a finality counter on it. Exile Charnel Serenade with three time counters on it. Suspend 3—{2}{B} (Rather than cast this card from your hand, you may pay {2}{B} and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Flying, lifelink You may play lands and cast spells from among cards in your graveyard you've surveilled this turn. If you cast a spell this way, you pay life equal to its mana value rather than paying its mana cost.
When this Vehicle enters, each player chooses two nontoken, non-Vehicle creatures they control. Exile them until this Vehicle leaves the battlefield. Whenever this Vehicle attacks, put a card exiled with it into its owner's graveyard. If you do, investigate. Crew 2
When this creature enters and at the beginning of your upkeep, surveil 1. Whenever one or more creature cards are put into your graveyard from your library, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.") {2}, Sacrifice a Clue: Return this card from your graveyard to your hand.
Disguise {1}{R} (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.) When this creature is turned face up, you may choose new targets for any number of other spells and/or abilities.
Flying When this creature enters, for each opponent, goad up to one target creature that opponent controls. Put X +1/+1 counters on this creature, where X is the total power of creatures goaded this way.
When this enchantment enters, suspect target creature an opponent controls. As long as this enchantment remains on the battlefield, that creature is also goaded. At the beginning of combat on your turn, if two or more players have lost the game, gain control of all goaded and/or suspected creatures until end of turn. Untap them. They gain haste until end of turn.
Secret council — Each player secretly votes for another player, then those votes are revealed. For each vote an opponent received, Mob Verdict deals 2 damage to that player and each creature that player controls. For each vote you received, draw a card.
Each opponent secretly chooses silence or snitch, then the choices are revealed. If each opponent chose silence, Prisoner's Dilemma deals 4 damage to each of them. If each opponent chose snitch, Prisoner's Dilemma deals 8 damage to each of them. Otherwise, Prisoner's Dilemma deals 12 damage to each opponent who chose silence. Flashback {5}{R}{R}
Choose target creature you control. Turn it face up if it's face down. Then it deals damage equal to its power to each other creature.
Unleash (You may have this creature enter with a +1/+1 counter on it. It can't block as long as it has a +1/+1 counter on it.) Other Dogs you control have unleash. Creatures you control with counters on them have haste. Whenever Tesak attacks, add {R} for each attacking creature.
Trample Whenever this creature or another creature you control is turned face up, put +1/+1 counters on that creature equal to its power. Disguise {4}{G} (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.)
Parley — Whenever this creature attacks, each player reveals the top card of their library. For each nonland card revealed this way, you investigate. Then each player draws a card. At the beginning of your end step, you may untap all lands you control. If you do, you can't cast spells until your next turn.
Whenever you draw your second card each turn, you may put a land card from your hand onto the battlefield tapped.
Deathtouch Whenever this creature or another creature you control is turned face up, create a 0/0 green Ooze creature token with trample. The token enters with X +1/+1 counters on it, where X is the number of other creatures you control. Disguise {3}{G}
Counter target spell. You may cast a creature, instant, sorcery, or planeswalker spell from your graveyard with mana value less than or equal to that spell's mana value without paying its mana cost.
Creatures you control get +X/+X, where X is the number of cards you've drawn this turn.
Cast this spell only during combat on an opponent's turn. Prevent all combat damage that would be dealt to you and planeswalkers you control this turn. Untap all attacking creatures and goad them. After this phase, there is an additional combat phase.
{T}: The next face-down creature spell you cast this turn costs {3} less to cast. If turning a face-down permanent face up causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
When this artifact enters, surveil 1. {2}, Sacrifice this artifact: Choose one — • Cloak the top card of your library. • Goad target creature. • Draw a card.
When this artifact enters, surveil 1. {2}, Sacrifice this artifact: Choose one — • Cloak the top card of your library. • Goad target creature. • Draw a card.
When this artifact enters, surveil 1. {2}, Sacrifice this artifact: Choose one — • Cloak the top card of your library. • Goad target creature. • Draw a card.
When this artifact enters, surveil 1. {2}, Sacrifice this artifact: Choose one — • Cloak the top card of your library. • Goad target creature. • Draw a card.
Flying
You may have Vizier of Many Faces enter the battlefield as a copy of any creature on the battlefield, except has no mana cost, it's white, and it's a Zombie in addition to its other types.
Flying
Trample, haste At the beginning of the end step, sacrifice this creature.
Flying, deathtouch
Trample
{2}, Sacrifice this token: Draw a card.
Trample
{2}, {T}, Sacrifice this token: You gain 3 life.
Sacrifice this token: Add one mana of any color.
{T}, Sacrifice this token: Add one mana of any color.
(This token can be used to represent a token that's a copy of a permanent.)
(You can cover a face-down manifested creature with this reminder card. A manifested creature card can be turned face up any time for its mana cost. A face-down card can also be turned face up for its morph cost.)
(You can cover a face-down creature with this reminder card. A card with morph can be turned face up any time for its morph cost.)
At the beginning of your end step, draw a card. Whenever a creature deals combat damage to you, its controller becomes the monarch.
| Card | Number | Rarity | Price |
|---|---|---|---|
Boros Garrison | 251 | Uncommon | $0.36 |
Canopy Vista | 252 | Rare | $0.30 |
Castle Ardenvale | 253 | Rare | $0.33 |
Choked Estuary | 254 | Rare | $0.37 |
Cinder Glade | 255 | Rare | $0.35 |
Command Tower | 256 | Common | $0.27 |
Darkwater Catacombs | 257 | Rare | $0.37 |
Dimir Aqueduct | 258 | Uncommon | $0.36 |
Drownyard Temple | 259 | Rare | $0.20 |
Exotic Orchard | 260 | Rare | $0.31 |
Fetid Pools | 261 | Rare | $0.27 |
Fortified Village | 262 | Rare | $0.29 |
Furycalm Snarl | 263 | Rare | $0.35 |
Game Trail | 264 | Rare | $0.31 |
Gruul Turf | 265 | Uncommon | $0.26 |
Hostile Desert | 266 | Rare | $0.17 |
Irrigated Farmland | 267 | Rare | $0.16 |
Jungle Shrine | 268 | Uncommon | $0.30 |
Kessig Wolf Run | 269 | Rare | $0.37 |
Kher Keep | 270 | Rare | $0.33 |
Krosan Verge | 271 | Uncommon | $0.34 |
Labyrinth of Skophos | 272 | Rare | $0.29 |
Lonely Sandbar | 273 | Common | $0.19 |
Mossfire Valley | 274 | Rare | $0.22 |
Mosswort Bridge | 275 | Rare | $0.32 |
Myriad Landscape | 276 | Uncommon | $0.32 |
Mystic Sanctuary | 277 | Common | $4.50 |
Needle Spires | 278 | Rare | $0.22 |
Path of Ancestry | 279 | Common | $0.33 |
Port of Karfell | 280 | Uncommon | $0.20 |
Prairie Stream | 281 | Rare | $0.29 |
Reliquary Tower | 282 | Uncommon | $4.88 |
River of Tears | 283 | Rare | $0.31 |
Rogue's Passage | 284 | Uncommon | $0.40 |
Sacred Peaks | 285 | Common | $0.25 |
Scattered Groves | 286 | Rare | $0.33 |
Scavenger Grounds | 287 | Rare | $0.39 |
Seaside Citadel | 288 | Uncommon | $0.37 |
Secluded Steppe | 289 | Common | $0.12 |
Selesnya Sanctuary | 290 | Uncommon | $0.40 |
Sheltered Thicket | 291 | Rare | $0.18 |
Shrine of the Forsaken Gods | 292 | Rare | $0.33 |
Simic Growth Chamber | 293 | Uncommon | $0.21 |
Skycloud Expanse | 294 | Rare | $0.15 |
Slayers' Stronghold | 295 | Rare | $0.35 |
Spire of Industry | 296 | Rare | $0.29 |
Sungrass Prairie | 297 | Rare | $0.24 |
Sunhome, Fortress of the Legion | 298 | Uncommon | $0.34 |
Sunken Hollow | 299 | Rare | $0.39 |
Tainted Isle | 300 | Uncommon | $0.48 |
Temple of Abandon | 301 | Rare | $0.25 |
Temple of Enlightenment | 302 | Rare | $0.15 |
Temple of Mystery | 303 | Rare | $0.18 |
Temple of Plenty | 304 | Rare | $0.18 |
Temple of the False God | 305 | Uncommon | $0.28 |
Temple of Triumph | 306 | Rare | $0.14 |
Throne of the High City | 307 | Rare | $0.19 |
Tocasia's Dig Site | 308 | Common | $0.21 |
Tranquil Thicket | 309 | Common | $0.17 |
War Room | 310 | Rare | $6.54 |
Zoetic Cavern | 311 | Uncommon | $0.12 |
Duskana, the Rage Mother | 312 | Mythic | $1.19 |
Feather, Radiant Arbiter | 313 | Mythic | $0.96 |
Kaust, Eyes of the Glade | 314 | Mythic | $0.24 |
Marvo, Deep Operative | 315 | Mythic | $1.89 |
Mirko, Obsessive Theorist | 316 | Mythic | $0.58 |
Morska, Undersea Sleuth | 317 | Mythic | $0.44 |
Nelly Borca, Impulsive Accuser | 318 | Mythic | $0.60 |
Sophia, Dogged Detective | 319 | Mythic | $0.32 |
Armed with Proof | 320 | Rare | $0.21 |
Immortal Obligation | 321 | Rare | $0.32 |
Merchant of Truth | 322 | Rare | $1.10 |
Otherworldly Escort | 323 | Rare | $0.17 |
Redemption Arc | 324 | Rare | $1.16 |
Serene Sleuth | 325 | Rare | $0.15 |
Trouble in Pairs | 326 | Rare | $30.52 |
True Identity | 327 | Rare | $0.13 |
Unexplained Absence | 328 | Rare | $0.71 |
Veiled Ascension | 329 | Rare | $0.13 |
Copy Catchers | 330 | Rare | $0.15 |
Detective of the Month | 331 | Rare | $0.35 |
Final-Word Phantom | 332 | Rare | $0.96 |
Follow the Bodies | 333 | Rare | $0.24 |
Tangletrove Kelp | 334 | Rare | $0.81 |
Watcher of Hours | 335 | Rare | $0.28 |
Charnel Serenade | 336 | Rare | $0.20 |
Eye of Duskmantle | 337 | Rare | $0.23 |
Foreboding Steamboat | 338 | Rare | $0.26 |
Unshakable Tail | 339 | Rare | $0.47 |
Boltbender | 340 | Rare | $0.29 |
Havoc Eater | 341 | Rare | $1.59 |
Hot Pursuit | 342 | Rare | $0.30 |
Mob Verdict | 343 | Rare | $0.47 |
Prisoner's Dilemma | 344 | Rare | $2.95 |
Showstopping Surprise | 345 | Rare | $0.21 |
Tesak, Judith's Hellhound | 346 | Rare | $0.47 |
Experiment Twelve | 347 | Rare | $0.41 |
Innocuous Researcher | 348 | Rare | $0.16 |
On the Trail | 349 | Rare | $2.23 |
Printlifter Ooze | 350 | Rare | $0.37 |
Counterpoint | 351 | Rare | $0.47 |
Knowledge Is Power | 352 | Rare | $0.32 |
Take the Bait | 353 | Rare | $3.42 |
Panoptic Projektor | 354 | Rare | $0.33 |
Ransom Note | 355 | Rare | $0.15 |
Ransom Note | 356 | Rare | $0.17 |
Ransom Note | 357 | Rare | $0.15 |
Ransom Note | 358 | Rare | $0.15 |
Eldrazi | 1 | N/A | |
Human Soldier | 2 | N/A | |
Soldier | 3 | N/A | |
Spirit | 4 | N/A | |
Vizier of Many Faces | 5 | N/A | |
Drake | 6 | N/A | |
Koma's Coil | 7 | N/A | |
Salamander Warrior | 8 | N/A | |
Tentacle | 9 | N/A | |
Phyrexian Germ | 10 | N/A | |
Zombie | 11 | N/A | |
Kobolds of Kher Keep | 12 | N/A | |
Lightning Rager | 13 | N/A | |
Ogre | 14 | N/A | |
Cat | 15 | N/A | |
Insect | 16 | N/A | |
Insect | 17 | N/A | |
Rhino Warrior | 18 | N/A | |
Saproling | 19 | N/A | |
Snake | 20 | N/A | |
Tiny | 21 | N/A | |
Clue | 22 | N/A | |
Construct | 23 | N/A | |
Food | 24 | N/A | |
Gold | 25 | N/A | |
Treasure | 26 | N/A | |
Copy | 27 | N/A | |
City's Blessing | 28 | N/A | |
Manifest | 29 | N/A | |
Morph | 30 | N/A | |
The Monarch | 31 | N/A |