The Lost Caverns of Ixalan Commander
When Admiral Brass enters, mill four cards. At the beginning of combat on your turn, you may return target Pirate creature card from your graveyard to the battlefield with a finality counter on it. It has base power and toughness 4/4. It gains haste until end of turn. (If a creature with a finality counter on it would die, exile it instead.)
Whenever you attack, target attacking Vampire that isn't a Demon becomes a Demon in addition to its other types. It gains "When this creature dies, draw a card and create a tapped 4/3 white and black Vampire Demon creature token with flying."
At the beginning of combat on your turn, each Merfolk creature you control explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the exploring creature, then put the card back or put it into your graveyard.) Whenever Hakbal attacks, you may put a land card from your hand onto the battlefield. If you don't, draw a card.
Whenever Pantlaza or another Dinosaur you control enters, you may discover X, where X is that creature's toughness. Do this only once each turn. (Exile cards from the top of your library until you exile a nonland card with that mana value 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.)
Flying Whenever a player sacrifices a permanent, put a +1/+1 counter on Carmen and you gain 1 life. Whenever Carmen attacks, return up to one target permanent card with mana value less than or equal to Carmen's power from your graveyard to the battlefield.
Each creature you control but don't own gets +2/+2, has menace and deathtouch, and is a Pirate in addition to its other types. Whenever you cast a noncreature spell you don't own, create two tapped Treasure tokens.
Haste {2}{G}, {T}: Target creature you control fights another target creature. This ability costs {2} less to activate if it targets two creatures you control. If a creature you control being dealt damage causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Whenever Xolatoyac enters or attacks, put a flood counter on target land. That land is an Island in addition to its other types for as long as it has a flood counter on it. At the beginning of your end step, untap each permanent you control with a counter on it.
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Other artifact creatures you control get +2/+2 as long as you have the city's blessing. At the beginning of each upkeep, create a 1/1 colorless Gnome artifact creature token.
Target creature you control deals damage equal to its power to another target creature. If excess damage was dealt this way, discover X, where X is that excess damage. (Exile cards from the top of your library until you exile a nonland card with that mana value 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.)
{T}, Remove a counter from another permanent you control: Populate. Activate only as a sorcery. (Create a token that's a copy of a creature token you control.) {T}, Sacrifice another creature: Proliferate. Activate only as a sorcery. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
When Admiral Brass enters, mill four cards. At the beginning of combat on your turn, you may return target Pirate creature card from your graveyard to the battlefield with a finality counter on it. It has base power and toughness 4/4. It gains haste until end of turn. (If a creature with a finality counter on it would die, exile it instead.)
Whenever you attack, target attacking Vampire that isn't a Demon becomes a Demon in addition to its other types. It gains "When this creature dies, draw a card and create a tapped 4/3 white and black Vampire Demon creature token with flying."
At the beginning of combat on your turn, each Merfolk creature you control explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the exploring creature, then put the card back or put it into your graveyard.) Whenever Hakbal attacks, you may put a land card from your hand onto the battlefield. If you don't, draw a card.
Whenever Pantlaza or another Dinosaur you control enters, you may discover X, where X is that creature's toughness. Do this only once each turn. (Exile cards from the top of your library until you exile a nonland card with that mana value 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.)
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Other artifact creatures you control get +2/+2 as long as you have the city's blessing. At the beginning of each upkeep, create a 1/1 colorless Gnome artifact creature token.
Target creature you control deals damage equal to its power to another target creature. If excess damage was dealt this way, discover X, where X is that excess damage. (Exile cards from the top of your library until you exile a nonland card with that mana value 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.)
When Admiral Brass enters, mill four cards. At the beginning of combat on your turn, you may return target Pirate creature card from your graveyard to the battlefield with a finality counter on it. It has base power and toughness 4/4. It gains haste until end of turn. (If a creature with a finality counter on it would die, exile it instead.)
Flying Whenever a player sacrifices a permanent, put a +1/+1 counter on Carmen and you gain 1 life. Whenever Carmen attacks, return up to one target permanent card with mana value less than or equal to Carmen's power from your graveyard to the battlefield.
Whenever you attack, target attacking Vampire that isn't a Demon becomes a Demon in addition to its other types. It gains "When this creature dies, draw a card and create a tapped 4/3 white and black Vampire Demon creature token with flying."
Each creature you control but don't own gets +2/+2, has menace and deathtouch, and is a Pirate in addition to its other types. Whenever you cast a noncreature spell you don't own, create two tapped Treasure tokens.
At the beginning of combat on your turn, each Merfolk creature you control explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the exploring creature, then put the card back or put it into your graveyard.) Whenever Hakbal attacks, you may put a land card from your hand onto the battlefield. If you don't, draw a card.
Whenever Pantlaza or another Dinosaur you control enters, you may discover X, where X is that creature's toughness. Do this only once each turn. (Exile cards from the top of your library until you exile a nonland card with that mana value 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.)
Haste {2}{G}, {T}: Target creature you control fights another target creature. This ability costs {2} less to activate if it targets two creatures you control. If a creature you control being dealt damage causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
{T}, Remove a counter from another permanent you control: Populate. Activate only as a sorcery. (Create a token that's a copy of a creature token you control.) {T}, Sacrifice another creature: Proliferate. Activate only as a sorcery. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Whenever Xolatoyac enters or attacks, put a flood counter on target land. That land is an Island in addition to its other types for as long as it has a flood counter on it. At the beginning of your end step, untap each permanent you control with a counter on it.
When this creature enters, for each opponent, exile up to one target nonland permanent that player controls until this creature leaves the battlefield. {X}{W}: Put target card with mana value X exiled with this creature into its owner's graveyard. You gain X life.
Vigilance Whenever an artifact or creature an opponent controls enters untapped, they may tap that permanent. If they don't, you create a 1/1 white Vampire creature token with lifelink.
Flying Whenever you gain life, put a +1/+1 counter on this creature. When this creature dies, create X 1/1 white Vampire creature tokens with lifelink, where X is its power.
As this enchantment enters, choose a creature type. At the beginning of your end step, return target creature card of the chosen type from your graveyard to the battlefield with a finality counter on it. (If a creature with a finality counter on it would die, exile it instead.)
When this enchantment enters, create X 1/1 white Vampire creature tokens with lifelink. At the beginning of your upkeep, if your devotion to white and black is seven or greater, create a 4/3 white and black Vampire Demon creature token with flying.
Lifelink Coven — Whenever this creature enters or attacks, if you control three or more creatures with different powers, return target permanent card with mana value 3 or less from your graveyard to the battlefield.
Trample Whenever a creature you control deals combat damage to a player, draw a card. Crew 3 You may cast this card from your graveyard as long as you control three or more tapped Pirates and/or Vehicles.
Flying Other Merfolk you control get +1/+0 and have flying. Encore {5}{U}{U} ({5}{U}{U}, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
Proliferate, then choose any number of permanents you control that had a counter put on them this way. Those permanents phase out. (To proliferate, choose any number of permanents and/or players, then give each another counter of each kind already there. Treat phased-out permanents and anything attached to them as though they don't exist until their controller's next turn.)
Flying Parley — Whenever this creature attacks, each player reveals the top card of their library. For each nonland card revealed this way, you create a Map token. Then each player draws a card. (A Map token is an artifact with "{1}, {T}, Sacrifice this token: Target creature you control explores. Activate only as a sorcery.")
Return each creature without a +1/+1 counter on it to its owner's hand.
Menace {1}{B}, Sacrifice this creature: Each nontoken Vampire creature you control gains persist until end of turn. (When it dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
Flying Francisco can't block. Whenever one or more Pirates you control deal damage to a player, Francisco explores. Partner (You can have two commanders if both have partner.)
{T}: Surveil 1. (Look at the top card of your library. You may put it into your graveyard.) {T}: Until end of turn, each creature card in your graveyard gains "Escape—{3}{B}, Exile four other cards from your graveyard." (You may cast a card with escape from your graveyard for its escape cost.)
{T}, Sacrifice another creature: Add {B}{B}{B}. Spend this mana only to cast Vampire, Cleric, and/or Demon spells.
Each other creature you control that's a Skeleton or Pirate gets +1/+1. Whenever one or more creature cards leave your graveyard, create a 2/2 black Skeleton Pirate creature token. (This ability triggers only from the battlefield.) {5}{B}: Return this card from your graveyard to the battlefield tapped.
Menace, haste Boast — Sacrifice another creature or artifact: This creature deals damage equal to 2 plus the sacrificed permanent's mana value to any target. (Activate only if this creature attacked this turn and only once each turn.)
Whenever this creature or another Pirate you control enters, create a tapped Treasure token. Treasures you control are Equipment in addition to their other types and have "Equipped creature gets +2/+0," equip Pirate {1}, and equip {3}.
Trample Whenever a Dinosaur you control is dealt damage, it deals that much damage to any target that isn't a Dinosaur.
Descend 8 — When you cast this spell, if there are eight or more permanent cards in your graveyard, copy this spell twice. You may choose new targets for the copies. Return target permanent card from your graveyard to your hand. Exile Bygone Marvels.
Vigilance, reach Whenever a Dinosaur you control deals combat damage to a player, draw a card.
Merfolk and Druid cards in your graveyard have retrace. (You may cast cards with retrace from your graveyard by discarding a land card in addition to paying their other costs.)
Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.) When this creature dies, you may discover X, where X is its toughness.
Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.) Whenever this creature deals combat damage to a player, destroy target artifact or enchantment that player controls.
Whenever this creature attacks, you may have it become a copy of another target Dinosaur you control, except its name is Sunfrill Imitator and it has this ability.
When this creature enters, create a Map token. (It's an artifact with "{1}, {T}, Sacrifice this token: Target creature you control explores. Activate only as a sorcery.") If a creature you control would explore, instead it explores, then it explores again.
Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.) Whenever a creature you control with a +1/+1 counter on it dies, draw a card.
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Flying, lifelink, haste Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) Other Vampires you control have exalted.
Flash When this creature enters, put a shield counter on another target creature you control. (If it would be dealt damage or destroyed, remove a shield counter from it instead.) You may cast Merfolk spells as though they had flash.
Equipped creature gets +2/+2 and has menace. Whenever equipped creature deals combat damage to a player, draw two cards. Then discard two cards unless you discard a Pirate card. Equip {2}. This ability costs {2} less to activate if you have one or fewer cards in hand.
As this artifact enters, choose a creature type. {T}: Add one mana of any color. {T}: The next spell of the chosen type you cast this turn can be cast as though it had flash.
When this creature enters, for each opponent, exile up to one target nonland permanent that player controls until this creature leaves the battlefield. {X}{W}: Put target card with mana value X exiled with this creature into its owner's graveyard. You gain X life.
Vigilance Whenever an artifact or creature an opponent controls enters untapped, they may tap that permanent. If they don't, you create a 1/1 white Vampire creature token with lifelink.
Flying Whenever you gain life, put a +1/+1 counter on this creature. When this creature dies, create X 1/1 white Vampire creature tokens with lifelink, where X is its power.
As this enchantment enters, choose a creature type. At the beginning of your end step, return target creature card of the chosen type from your graveyard to the battlefield with a finality counter on it. (If a creature with a finality counter on it would die, exile it instead.)
When this enchantment enters, create X 1/1 white Vampire creature tokens with lifelink. At the beginning of your upkeep, if your devotion to white and black is seven or greater, create a 4/3 white and black Vampire Demon creature token with flying.
Lifelink Coven — Whenever this creature enters or attacks, if you control three or more creatures with different powers, return target permanent card with mana value 3 or less from your graveyard to the battlefield.
Trample Whenever a creature you control deals combat damage to a player, draw a card. Crew 3 You may cast this card from your graveyard as long as you control three or more tapped Pirates and/or Vehicles.
Flying Other Merfolk you control get +1/+0 and have flying. Encore {5}{U}{U} ({5}{U}{U}, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
Proliferate, then choose any number of permanents you control that had a counter put on them this way. Those permanents phase out. (To proliferate, choose any number of permanents and/or players, then give each another counter of each kind already there. Treat phased-out permanents and anything attached to them as though they don't exist until their controller's next turn.)
Flying Parley — Whenever this creature attacks, each player reveals the top card of their library. For each nonland card revealed this way, you create a Map token. Then each player draws a card. (A Map token is an artifact with "{1}, {T}, Sacrifice this token: Target creature you control explores. Activate only as a sorcery.")
Return each creature without a +1/+1 counter on it to its owner's hand.
Menace {1}{B}, Sacrifice this creature: Each nontoken Vampire creature you control gains persist until end of turn. (When it dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
Flying Francisco can't block. Whenever one or more Pirates you control deal damage to a player, Francisco explores. Partner (You can have two commanders if both have partner.)
{T}: Surveil 1. (Look at the top card of your library. You may put it into your graveyard.) {T}: Until end of turn, each creature card in your graveyard gains "Escape—{3}{B}, Exile four other cards from your graveyard." (You may cast a card with escape from your graveyard for its escape cost.)
{T}, Sacrifice another creature: Add {B}{B}{B}. Spend this mana only to cast Vampire, Cleric, and/or Demon spells.
Each other creature you control that's a Skeleton or Pirate gets +1/+1. Whenever one or more creature cards leave your graveyard, create a 2/2 black Skeleton Pirate creature token. (This ability triggers only from the battlefield.) {5}{B}: Return this card from your graveyard to the battlefield tapped.
Menace, haste Boast — Sacrifice another creature or artifact: This creature deals damage equal to 2 plus the sacrificed permanent's mana value to any target. (Activate only if this creature attacked this turn and only once each turn.)
Whenever this creature or another Pirate you control enters, create a tapped Treasure token. Treasures you control are Equipment in addition to their other types and have "Equipped creature gets +2/+0," equip Pirate {1}, and equip {3}.
Trample Whenever a Dinosaur you control is dealt damage, it deals that much damage to any target that isn't a Dinosaur.
Descend 8 — When you cast this spell, if there are eight or more permanent cards in your graveyard, copy this spell twice. You may choose new targets for the copies. Return target permanent card from your graveyard to your hand. Exile Bygone Marvels.
Vigilance, reach Whenever a Dinosaur you control deals combat damage to a player, draw a card.
Merfolk and Druid cards in your graveyard have retrace. (You may cast cards with retrace from your graveyard by discarding a land card in addition to paying their other costs.)
Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.) When this creature dies, you may discover X, where X is its toughness.
Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.) Whenever this creature deals combat damage to a player, destroy target artifact or enchantment that player controls.
Whenever this creature attacks, you may have it become a copy of another target Dinosaur you control, except its name is Sunfrill Imitator and it has this ability.
When this creature enters, create a Map token. (It's an artifact with "{1}, {T}, Sacrifice this token: Target creature you control explores. Activate only as a sorcery.") If a creature you control would explore, instead it explores, then it explores again.
Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.) Whenever a creature you control with a +1/+1 counter on it dies, draw a card.
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Flying, lifelink, haste Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) Other Vampires you control have exalted.
Flash When this creature enters, put a shield counter on another target creature you control. (If it would be dealt damage or destroyed, remove a shield counter from it instead.) You may cast Merfolk spells as though they had flash.
Equipped creature gets +2/+2 and has menace. Whenever equipped creature deals combat damage to a player, draw two cards. Then discard two cards unless you discard a Pirate card. Equip {2}. This ability costs {2} less to activate if you have one or fewer cards in hand.
As this artifact enters, choose a creature type. {T}: Add one mana of any color. {T}: The next spell of the chosen type you cast this turn can be cast as though it had flash.
When this artifact enters, search your library for up to two basic Plains cards, reveal them, put them into your hand, then shuffle. Whenever a land an opponent controls enters, if that player controls more lands than you, you may put a land card from your hand onto the battlefield.
When this artifact enters, if it was cast, target opponent creates a token that's a copy of it. Whenever an opponent who controls an artifact named Wedding Ring draws a card during their turn, you draw a card. Whenever an opponent who controls an artifact named Wedding Ring gains life during their turn, you gain that much life.
Whenever a permanent you control enters tapped, untap it.
{T}: Add one mana of any color in your commander's color identity.
This artifact enters with X charge counters on it. Whenever a player casts a spell with mana value equal to the number of charge counters on this artifact, counter that spell.
Spells you control can't be countered. At the beginning of your end step, discover 5. (Exile cards from the top of your library until you exile a nonland card with mana value 5 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.)
You may spend mana as though it were mana of any color. {T}: Add {C}{C}{C}{C}{C}. {5}, {T}: Draw a card for each color among permanents you control.
Each creature gets +1/+1 for each other creature on the battlefield that shares at least one creature type with it. (For example, if two Goblin Warriors and a Goblin Shaman are on the battlefield, each gets +2/+2.)
Will of the council — At the beginning of your upkeep, starting with you, each player votes for carnage or homage. If carnage gets more votes, sacrifice this artifact and destroy all nonland permanents. If homage gets more votes or the vote is tied, draw a card.
Equipped creature gets +10/+10 and loses flying. Equip {8} ({8}: Attach to target creature you control. Equip only as a sorcery.)
Multikicker {2} (You may pay an additional {2} any number of times as you cast this spell.) This artifact enters with a charge counter on it for each time it was kicked. {T}: Add {C} for each charge counter on this artifact.
{2}, {T}, Sacrifice this artifact: Search your library for a land card, reveal it, put it into your hand, then shuffle.
You may pay {W}{U}{B}{R}{G} rather than pay the mana cost for spells you cast.
Equipped creature has haste and shroud. (It can't be the target of spells or abilities.) Equip {0}
Imprint — Whenever a nontoken creature dies, you may exile that card. If you do, return each other card exiled with this artifact to its owner's graveyard. {3}, {T}: Create a token that's a copy of a card exiled with this artifact. It gains haste. Exile it at the beginning of the next end step.
{2}, {T}: Copy target triggered ability you control. You may choose new targets for the copy. (A triggered ability uses the words "when," "whenever," or "at.")
{T}: Each player draws a card.
You have no maximum hand size. {T}: Add {C}.
Equipped creature can't be blocked and has shroud. (It can't be the target of spells or abilities.) Equip {2}
This artifact enters tapped. {T}: Add {C}{C}.
When Admiral Brass enters, mill four cards. At the beginning of combat on your turn, you may return target Pirate creature card from your graveyard to the battlefield with a finality counter on it. It has base power and toughness 4/4. It gains haste until end of turn. (If a creature with a finality counter on it would die, exile it instead.)
Whenever you attack, target attacking Vampire that isn't a Demon becomes a Demon in addition to its other types. It gains "When this creature dies, draw a card and create a tapped 4/3 white and black Vampire Demon creature token with flying."
At the beginning of combat on your turn, each Merfolk creature you control explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the exploring creature, then put the card back or put it into your graveyard.) Whenever Hakbal attacks, you may put a land card from your hand onto the battlefield. If you don't, draw a card.
Whenever Pantlaza or another Dinosaur you control enters, you may discover X, where X is that creature's toughness. Do this only once each turn. (Exile cards from the top of your library until you exile a nonland card with that mana value 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.)
Choose one. If you control a commander as you cast this spell, you may choose both instead. • Creatures you control gain flying, vigilance, and double strike until end of turn. • Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.
Choose two — • Destroy all artifacts. • Destroy all enchantments. • Destroy all creatures with mana value 3 or less. • Destroy all creatures with mana value 4 or greater.
Enrage — Whenever this creature is dealt damage, put a +1/+1 counter on each other creature you control.
Destroy target permanent. Its controller creates a 3/3 green Elephant creature token.
As this enchantment enters, choose a creature type. {1}{W}: Put a divinity counter on target creature you control of the chosen type. Each creature you control with a divinity counter on it has indestructible.
Flying Creatures your opponents control enter tapped.
Flying Whenever this creature attacks, another target Dinosaur you control gains flying until end of turn.
When this creature dies, create a 1/1 white Vampire creature token with lifelink.
Whenever one or more nontoken Vampires you control attack, create a 1/1 white Vampire creature token with lifelink.
Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) As this enchantment enters, choose a creature type. Creatures you control of the chosen type get +1/+1. As long as you have the city's blessing, they also have vigilance.
Exile target artifact or enchantment. If you cast this spell during your main phase, you may exile up to one other target artifact or enchantment.
Exile target creature. Its controller gains life equal to its power.
If a source would deal damage to another Dinosaur you control, prevent all but 1 of that damage.
When this creature enters, if you cast it from your hand, destroy all non-Dinosaur creatures.
Flying Whenever one or more other creatures you control with power 2 or less enter, draw a card. This ability triggers only once each turn.
Flying, double strike, vigilance, trample, indestructible
Return all attacking creatures to their owner's hand.
When this creature enters, exile up to one target non-Salamander creature. That creature's controller creates a 4/3 blue Salamander Warrior creature token. Encore {4}{U}{U} ({4}{U}{U}, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
When this creature enters, you become the monarch. This creature can't be blocked by creatures the monarch controls.
{1}{U}: Adapt 1. (If this creature has no +1/+1 counters on it, put a +1/+1 counter on it.) Whenever one or more +1/+1 counters are put on this creature, draw a card, then discard a card.
Whenever a creature you control deals combat damage to a player, you may draw a card. {1}{U}, {T}: Creatures your opponents control attack this turn if able.
Level up {1} ({1}: Put a level counter on this. Level up only as a sorcery.) LEVEL 2-3 3/3 Flying LEVEL 4+ 4/4 Flying Other Merfolk creatures you control get +1/+1.
When this creature enters, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.") Other Pirates you control get +1/+1.
Exile X target creatures. For each creature exiled this way, its controller creates a 2/2 green Boar creature token.
{2}{U}: This creature can't be blocked this turn. Whenever this creature deals combat damage to a player, you may draw a card. If you do, discard a card.
Whenever you cast a Merfolk spell, create a 1/1 blue Merfolk creature token with hexproof. (A creature with hexproof can't be the target of spells or abilities your opponents control.)
When this creature becomes the target of a spell, sacrifice it. This creature can't be blocked except by Spirits. {3}{U}: Another target creature you control can't be blocked this turn except by Spirits.
Choose a creature type. Draw a card for each permanent you control of that type.
You may look at the top card of your library any time. You may cast Merfolk spells from the top of your library. Whenever you cast a Merfolk spell, you may pay {1}. If you do, create a 1/1 blue Merfolk creature token.
Return all creatures to their owners' hands.
Ghost of Ramirez DePietro can't be blocked by creatures with toughness 3 or greater. Whenever Ghost of Ramirez DePietro deals combat damage to a player, choose up to one target card in a graveyard that was discarded or put there from a library this turn. Put that card into its owner's hand. Partner (You can have two commanders if both have partner.)
Creatures you control with +1/+1 counters on them can't be blocked.
As this enchantment enters, choose a creature type. Whenever a creature you control of the chosen type enters or attacks, draw a card.
Spells your opponents cast that target a Merfolk you control cost {2} more to cast. Abilities your opponents activate that target a Merfolk you control cost {2} more to activate.
Flying Whenever one or more Pirates you control deal damage to your opponents, you create a Treasure token for each opponent dealt damage. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.") Partner (You can have two commanders if both have partner.)
Other Merfolk creatures you control get +1/+1 and have islandwalk. (They can't be blocked as long as defending player controls an Island.)
Whenever this creature or another Pirate you control enters, tap up to one target creature. That creature doesn't untap during its controller's untap step for as long as you control this creature.
Other Merfolk creatures you control get +1/+1. {T}: Target Merfolk creature can't be blocked this turn.
Other Merfolk creatures you control get +1/+1. Whenever you cast a Merfolk spell, you may tap or untap target permanent.
Destroy target creature. It can't be regenerated. That creature's controller creates a 3/3 green Frog Lizard creature token.
Exile target artifact or creature. Its controller creates a 1/1 blue Bird creature token with flying. Foretell {U} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
As this enchantment enters, choose a creature type. Whenever you cast a spell of the chosen type, copy that spell. (A copy of a permanent spell becomes a token.)
Each other Wizard creature you control enters with an additional +1/+1 counter on it. {2}, Remove a +1/+1 counter from a creature you control: Draw a card.
Whenever a Merfolk you control deals combat damage to a player, draw a card.
Flying {U}, Sacrifice this creature: Counter target spell or ability that targets you or a creature you control.
Flash (You may cast this spell any time you could cast an instant.) Flying {3}{U}: Draw a card.
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) Merfolk spells and Wizard spells you cast cost {1} less to cast.
Whenever this creature becomes tapped, you may pay {1}{U}. If you do, return target permanent to its owner's hand.
Svyelun has indestructible as long as you control at least two other Merfolk. Whenever Svyelun attacks, draw a card. Other Merfolk you control have ward {1}. (Whenever another Merfolk you control becomes the target of a spell or ability an opponent controls, counter it unless that player pays {1}.)
Indestructible As long as your devotion to blue is less than five, Thassa isn't a creature. (Each {U} in the mana costs of permanents you control counts toward your devotion to blue.) At the beginning of your upkeep, scry 1. {1}{U}: Target creature you control can't be blocked this turn.
Kicker {X}. X can't be 0. (You may pay an additional {X} as you cast this spell.) Flying When this creature enters, if it was kicked, gain control of target artifact with mana value X or less. If that artifact is an Equipment, attach it to this creature.
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) {2}{U}{U}, {T}, Put this creature on the bottom of its owner's library: Take an extra turn after this one. Activate only if you have the city's blessing.
Flying Whenever this creature attacks, target creature defending player controls loses all abilities and has base power and toughness 0/1 until end of turn.
Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way.
At the beginning of your first main phase, choose one or more — • Sell Contraband — Create a Treasure token. You lose 1 life. • Buy Information — Draw a card. You lose 2 life. • Hire a Mercenary — Create a 3/2 colorless Shapeshifter creature token with changeling. You lose 3 life. (It is every creature type.)
Whenever this creature or another creature dies, target player loses 1 life and you gain 1 life.
Destroy all creatures. For each nontoken creature destroyed this way, you create a tapped Treasure token.
This creature can't block. This creature has haste as long as an opponent has 10 or less life. Landfall — Whenever a land you control enters, you may return this card from your graveyard to the battlefield.
Lifelink When this creature enters, you may return target Vampire or Wizard creature card from your graveyard to the battlefield.
Flying {B}, Pay 2 life: Put a +1/+1 counter on this creature. When this creature leaves the battlefield, draw a card for each +1/+1 counter on it.
Flying Whenever this creature or another creature you control dies, each opponent sacrifices a creature of their choice.
When this creature enters, you draw X cards and you lose X life, where X is the number of Vampires you control.
Whenever this creature or another creature dies, put a +1/+1 counter on each Vampire you control.
Attacking Vampires you control have deathtouch and lifelink. (Any amount of damage they deal to a creature is enough to destroy it. Damage dealt by those creatures also causes their controller to gain that much life.) Whenever a Vampire you control dies, you may pay 2 life. If you do, draw a card.
Destroy target creature. A creature destroyed this way can't be regenerated. Overload {2}{W}{W} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Menace, deathtouch When this creature enters, each player loses a third of their life, rounded up.
Flying, first strike Whenever Drana deals combat damage to a player, put a +1/+1 counter on each attacking creature you control.
When this creature enters, you draw a card and you lose 1 life.
Whenever an opponent loses life, you gain that much life.
Flying Whenever this creature or another creature dies, target player loses 1 life and you gain 1 life.
Menace Whenever this creature attacks, if you control another nontoken Pirate, you may pay {2}. If you do, create a 2/2 black Pirate creature token with menace.
Destroy target creature or enchantment an opponent controls. You lose life equal to that permanent's mana value.
Whenever one or more Vampires you control attack, create a Blood token. (It's an artifact with "{1}, {T}, Discard a card, Sacrifice this token: Draw a card.") {B}, {T}, Pay 1 life: Create a 1/1 white and black Vampire creature token with lifelink. {B}{B}, {T}, Sacrifice this artifact and thirteen Blood tokens: Each opponent loses 13 life and you gain 13 life.
Lifelink {2}, Sacrifice a creature: Put a +1/+1 counter on each Vampire you control.
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Destroy target creature or planeswalker. Each creature that convoked this spell connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.)
As an additional cost to cast this spell, tap an untapped Vampire you control. Gain control of target creature. Change the text of that creature by replacing all instances of one creature type with Vampire.
Flying, deathtouch, lifelink Nighthawk Scavenger's power is equal to 1 plus the number of card types among cards in your opponents' graveyards.
This creature enters tapped. You may cast this card from your graveyard if you gained life this turn.
Each non-Vampire creature gets -X/-X until end of turn, where X is the number of Vampires you control.
Choose a creature type. Target player draws X cards and loses X life, where X is the number of creatures they control of the chosen type.
Flying When this creature enters, destroy target creature an opponent controls. Whenever a creature an opponent controls dies, exile it and put a +1/+1 counter on each Vampire you control.
Whenever another creature you control dies, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
Whenever a Vampire you control attacks, each opponent loses 1 life and you gain 1 life.
Ward—Discard a card. Whenever another nontoken Vampire you control dies, you may pay {1} and exile it. If you do, create a 1/1 black Bat creature token with flying. It gains "When this token deals combat damage to a player, sacrifice it and return the exiled card to the battlefield tapped."
Flying Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) At the beginning of your upkeep, if you have the city's blessing, reveal the top card of your library and put it into your hand. Each opponent loses X life and you gain X life, where X is that card's mana value.
As an additional cost to cast this spell, sacrifice a creature. Draw two cards.
Sacrifice a creature: Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Haste Whenever a creature an opponent controls dies, put a +1/+1 counter on Yahenni. Sacrifice another creature: Yahenni gains indestructible until end of turn.
If a source you control would deal damage to a permanent or player, it deals double that damage to that permanent or player instead.
This spell costs {1} less to cast for each creature on the battlefield. Blasphemous Act deals 13 damage to each creature.
Menace Whenever one or more Pirates you control deal damage to your opponents, exile the top card of each of those opponents' libraries. You may play those cards this turn, and you may spend mana as though it were mana of any color to cast those spells. Partner (You can have two commanders if both have partner.)
Haste Whenever Captain Lannery Storm attacks, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.") Whenever you sacrifice a Treasure, Captain Lannery Storm gets +1/+0 until end of turn.
{3}{R}: Gain control of target creature an opponent controls until end of turn. Untap that creature. It gains haste until end of turn. Activate only as a sorcery.
Target creature you control deals damage equal to its power to each other creature and each opponent.
The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.
Whenever this creature or another Pirate you control enters, gain control of target creature until end of turn. Untap that creature. Until end of turn, it gains haste and becomes a Pirate in addition to its other types.
First strike When this creature enters, exile target instant or sorcery card from an opponent's graveyard. You may cast it this turn, and mana of any type can be spent to cast that spell. If that spell would be put into a graveyard, exile it instead.
Whenever Etali attacks, exile the top card of each player's library, then you may cast any number of spells from among those cards without paying their mana costs.
Draw two cards, then discard two cards. Flashback {2}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Choose three. You may choose the same mode more than once. • Fiery Confluence deals 1 damage to each creature. • Fiery Confluence deals 2 damage to each opponent. • Destroy target artifact.
First strike, menace Whenever Kari Zev attacks, create Ragavan, a legendary 2/1 red Monkey creature token. Ragavan enters tapped and attacking. Exile that token at end of combat.
Creature spells you cast cost {1} less to cast. Whenever another creature you control enters, this creature deals 2 damage to it. If a Dinosaur is dealt damage this way, this creature gets +2/+0 until end of turn.
Dinosaur spells you cast cost {1} less to cast. {T}: Target Dinosaur gains haste until end of turn.
Whenever this creature deals combat damage to a player, untap each creature you control. After this phase, there is an additional combat phase. This creature can't attack a player it has already attacked this turn.
Whenever a creature you control attacks, it gets +1/+0 until end of turn for each other attacking creature that shares a creature type with it.
When this creature enters, it fights up to one target creature you don't control. Enrage — Whenever this creature is dealt damage, it fights up to one target creature you don't control.
Destroy target permanent. Its controller creates a 3/3 green Beast creature token.
If one or more +1/+1 counters would be put on a creature you control, twice that many +1/+1 counters are put on that creature instead.
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
Whenever this creature enters or attacks, you may exile target card from a graveyard. If a creature card is exiled this way, you gain 2 life. If a noncreature card is exiled this way, this creature gets +1/+1 until end of turn.
Whenever another Merfolk you control enters, put a +1/+1 counter on target Merfolk you control.
At the beginning of your upkeep, reveal the top card of your library. If it's a creature card that shares a creature type with a creature you control, you may cast it without paying its mana cost. If you don't cast it, put it on the bottom of your library.
This creature gets +2/+2 as long as you control a Dinosaur. {T}: Add one mana of any color.
Landfall — Whenever a land you control enters, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
You may play an additional land this turn. Draw a card.
Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.
If one or more +1/+1 counters would be put on a creature you control, that many plus one +1/+1 counters are put on it instead.
Draw a card for each creature you control with a +1/+1 counter on it. Those creatures gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle. Cycling {2} ({2}, Discard this card: Draw a card.)
Trample Whenever this creature attacks, it gets +1/+1 until end of turn for each land you control.
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Enrage — Whenever this creature is dealt damage, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Changeling (This card is every creature type.) As this creature enters, choose a creature type. You may look at the top card of your library any time. You may cast creature spells of the chosen type from the top of your library.
| Card | Number | Rarity | Price |
|---|---|---|---|
Admiral Brass, Unsinkable | 1 | Mythic | $0.28 |
Clavileño, First of the Blessed | 2 | Mythic | $0.51 |
Hakbal of the Surging Soul | 3 | Mythic | $0.49 |
Pantlaza, Sun-Favored | 4 | Mythic | $1.11 |
Carmen, Cruel Skymarcher | 5 | Mythic | $2.65 |
Don Andres, the Renegade | 6 | Mythic | $0.39 |
Wayta, Trainer Prodigy | 7 | Mythic | $0.35 |
Xolatoyac, the Smiling Flood | 8 | Mythic | $0.75 |
Illustrious Wanderglyph | 9 | Rare | $13.43 |
Altar of the Wretched // Wretched Bonemass | 10 | Rare | $0.56 |
Ore-Rich Stalactite // Cosmium Catalyst | 11 | Rare | $0.33 |
Contest of Claws | 12 | Rare | $3.65 |
Tetzin, Gnome Champion // The Golden-Gear Colossus | 13 | Rare | $0.25 |
Xavier Sal, Infested Captain | 14 | Rare | $2.40 |
Eye of Ojer Taq // Apex Observatory | 15 | Mythic | $1.30 |
Paleontologist's Pick-Axe // Dinosaur Headdress | 16 | Mythic | $0.40 |
Admiral Brass, Unsinkable | 17 | Mythic | $0.35 |
Clavileño, First of the Blessed | 18 | Mythic | $2.94 |
Hakbal of the Surging Soul | 19 | Mythic | $2.13 |
Pantlaza, Sun-Favored | 20 | Mythic | $9.67 |
Illustrious Wanderglyph | 21 | Rare | $14.15 |
Altar of the Wretched // Wretched Bonemass | 22 | Rare | $0.58 |
Ore-Rich Stalactite // Cosmium Catalyst | 23 | Rare | $0.28 |
Contest of Claws | 24 | Rare | $2.96 |
Admiral Brass, Unsinkable | 25 | Mythic | $0.28 |
Carmen, Cruel Skymarcher | 26 | Mythic | $5.98 |
Clavileño, First of the Blessed | 27 | Mythic | $1.11 |
Don Andres, the Renegade | 28 | Mythic | $2.91 |
Hakbal of the Surging Soul | 29 | Mythic | $1.34 |
Pantlaza, Sun-Favored | 30 | Mythic | $2.90 |
Tetzin, Gnome Champion // The Golden-Gear Colossus | 31 | Rare | $0.27 |
Wayta, Trainer Prodigy | 32 | Mythic | $0.73 |
Xavier Sal, Infested Captain | 33 | Rare | $1.37 |
Xolatoyac, the Smiling Flood | 34 | Mythic | $3.24 |
Eye of Ojer Taq // Apex Observatory | 35 | Mythic | $0.94 |
Paleontologist's Pick-Axe // Dinosaur Headdress | 36 | Mythic | $0.56 |
Bronzebeak Foragers | 37 | Rare | $1.69 |
Charismatic Conqueror | 38 | Rare | $20.91 |
Elenda's Hierophant | 39 | Rare | $5.26 |
From the Rubble | 40 | Rare | $0.32 |
March of the Canonized | 41 | Rare | $2.35 |
Redemption Choir | 42 | Rare | $0.65 |
The Indomitable | 43 | Rare | $4.05 |
Mist Dancer | 44 | Rare | $0.60 |
Ripples of Potential | 45 | Rare | $8.06 |
Storm Fleet Negotiator | 46 | Rare | $0.25 |
Wave Goodbye | 47 | Rare | $8.90 |
Dusk Legion Sergeant | 48 | Rare | $0.34 |
Francisco, Fowl Marauder | 49 | Rare | $0.96 |
The Grim Captain's Locker | 50 | Rare | $0.43 |
Master of Dark Rites | 51 | Rare | $6.15 |
Promise of Aclazotz // Foul Rebirth | 52 | Rare | $0.67 |
Skeleton Crew | 53 | Rare | $1.59 |
Broadside Bombardiers | 54 | Rare | $6.38 |
Gemcutter Buccaneer | 55 | Rare | $0.55 |
Wrathful Raptors | 56 | Rare | $4.84 |
Bygone Marvels | 57 | Rare | $0.38 |
Curious Altisaur | 58 | Rare | $3.87 |
Deeproot Historian | 59 | Rare | $0.36 |
Dinosaur Egg | 60 | Rare | $0.89 |
Scion of Calamity | 61 | Rare | $3.00 |
Sunfrill Imitator | 62 | Rare | $2.97 |
Topography Tracker | 63 | Rare | $0.30 |
Tributary Instructor | 64 | Rare | $0.30 |
Order of Sacred Dusk | 65 | Rare | $0.33 |
Singer of Swift Rivers | 66 | Rare | $0.37 |
Arm-Mounted Anchor | 67 | Rare | $0.17 |
Progenitor's Icon | 68 | Rare | $0.81 |
Bronzebeak Foragers | 69 | Rare | $0.32 |
Charismatic Conqueror | 70 | Rare | $16.31 |
Elenda's Hierophant | 71 | Rare | $2.83 |
From the Rubble | 72 | Rare | $0.27 |
March of the Canonized | 73 | Rare | $0.27 |
Redemption Choir | 74 | Rare | $0.27 |
The Indomitable | 75 | Rare | $0.59 |
Mist Dancer | 76 | Rare | $0.28 |
Ripples of Potential | 77 | Rare | $2.40 |
Storm Fleet Negotiator | 78 | Rare | $0.26 |
Wave Goodbye | 79 | Rare | $5.01 |
Dusk Legion Sergeant | 80 | Rare | $0.50 |
Francisco, Fowl Marauder | 81 | Rare | $0.25 |
The Grim Captain's Locker | 82 | Rare | $0.23 |
Master of Dark Rites | 83 | Rare | $1.64 |
Promise of Aclazotz // Foul Rebirth | 84 | Rare | $0.29 |
Skeleton Crew | 85 | Rare | $0.33 |
Broadside Bombardiers | 86 | Rare | $3.27 |
Gemcutter Buccaneer | 87 | Rare | $0.31 |
Wrathful Raptors | 88 | Rare | $3.09 |
Bygone Marvels | 89 | Rare | $0.17 |
Curious Altisaur | 90 | Rare | $2.29 |
Deeproot Historian | 91 | Rare | $0.23 |
Dinosaur Egg | 92 | Rare | $0.29 |
Scion of Calamity | 93 | Rare | $0.83 |
Sunfrill Imitator | 94 | Rare | $0.35 |
Topography Tracker | 95 | Rare | $0.26 |
Tributary Instructor | 96 | Rare | $0.25 |
Order of Sacred Dusk | 97 | Rare | $0.24 |
Singer of Swift Rivers | 98 | Rare | $0.28 |
Arm-Mounted Anchor | 99 | Rare | $0.18 |
Progenitor's Icon | 100 | Rare | $0.69 |
Archaeomancer's Map | 101 | Rare | $8.44 |
Wedding Ring | 102 | Mythic | $21.13 |
Amulet of Vigor | 103 | Rare | $67.39 |
Arcane Signet | 104 | Uncommon | $10.85 |
Chalice of the Void | 105 | Mythic | $17.89 |
Chimil, the Inner Sun | 106 | Mythic | $42.34 |
Chromatic Orrery | 107 | Mythic | $48.69 |
Coat of Arms | 108 | Rare | $23.18 |
Coercive Portal | 109 | Mythic | $8.43 |
Colossus Hammer | 110 | Uncommon | $4.10 |
Everflowing Chalice | 111 | Uncommon | $3.76 |
Expedition Map | 112 | Uncommon | $3.35 |
Fist of Suns | 113 | Rare | $14.46 |
Lightning Greaves | 114 | Uncommon | $12.83 |
Mimic Vat | 115 | Rare | $3.47 |
Strionic Resonator | 116 | Rare | $16.14 |
Temple Bell | 117 | Rare | $8.00 |
Thought Vessel | 118 | Uncommon | $13.32 |
Whispersilk Cloak | 119 | Uncommon | $7.21 |
Worn Powerstone | 120 | Uncommon | $1.88 |
Admiral Brass, Unsinkable | 121 | Mythic | $0.14 |
Clavileño, First of the Blessed | 122 | Mythic | $0.19 |
Hakbal of the Surging Soul | 123 | Mythic | $0.18 |
Pantlaza, Sun-Favored | 124 | Mythic | $0.28 |
Akroma's Will | 125 | Rare | $14.17 |
Austere Command | 126 | Rare | $0.39 |
Bellowing Aegisaur | 127 | Uncommon | $0.32 |
Generous Gift | 128 | Uncommon | $1.32 |
Kindred Boon | 129 | Rare | $0.29 |
Kinjalli's Sunwing | 130 | Rare | $0.36 |
Majestic Heliopterus | 131 | Uncommon | $0.12 |
Martyr of Dusk | 132 | Common | $0.14 |
Mavren Fein, Dusk Apostle | 133 | Rare | $0.29 |
Path to Exile | 134 | Uncommon | $1.59 |
Radiant Destiny | 135 | Rare | $0.26 |
Return to Dust | 136 | Uncommon | $0.19 |
Swords to Plowshares | 137 | Uncommon | $1.28 |
Temple Altisaur | 138 | Rare | $0.36 |
Wakening Sun's Avatar | 139 | Mythic | $0.39 |
Welcoming Vampire | 140 | Rare | $0.86 |
Zetalpa, Primal Dawn | 141 | Rare | $0.28 |
Aetherize | 142 | Uncommon | $0.38 |
Amphin Mutineer | 143 | Rare | $0.19 |
Azure Fleet Admiral | 144 | Common | $0.15 |
Benthic Biomancer | 145 | Rare | $0.19 |
Bident of Thassa | 146 | Rare | $0.43 |
Commit // Memory | 147 | Rare | $0.30 |
Coralhelm Commander | 148 | Rare | $0.24 |
Corsair Captain | 149 | Rare | $0.19 |
Curse of the Swine | 150 | Rare | $0.33 |
Daring Saboteur | 151 | Uncommon | $0.09 |
Deeproot Waters | 152 | Uncommon | $0.24 |
Departed Deckhand | 153 | Uncommon | $0.20 |
Distant Melody | 154 | Common | $0.41 |
Emperor Mihail II | 155 | Rare | $0.30 |
Evacuation | 156 | Rare | $0.28 |
Ghost of Ramirez DePietro | 157 | Uncommon | $0.08 |
Herald of Secret Streams | 158 | Rare | $3.91 |
Kindred Discovery | 159 | Rare | $12.15 |
Kopala, Warden of Waves | 160 | Rare | $0.28 |
Malcolm, Keen-Eyed Navigator | 161 | Uncommon | $0.23 |
Master of the Pearl Trident | 162 | Rare | $0.38 |
Merchant Raiders | 163 | Uncommon | $0.21 |
Merfolk Sovereign | 164 | Rare | $0.32 |
Merrow Reejerey | 165 | Uncommon | $0.24 |
Rapid Hybridization | 166 | Uncommon | $0.78 |
Ravenform | 167 | Common | $0.65 |
Reflections of Littjara | 168 | Rare | $0.93 |
Sage of Fables | 169 | Uncommon | $0.19 |
Seafloor Oracle | 170 | Rare | $0.27 |
Siren Stormtamer | 171 | Uncommon | $0.32 |
Spectral Sailor | 172 | Uncommon | $0.26 |
Stonybrook Banneret | 173 | Common | $0.21 |
Surgespanner | 174 | Rare | $0.26 |
Svyelun of Sea and Sky | 175 | Mythic | $0.31 |
Thassa, God of the Sea | 176 | Mythic | $3.56 |
Thieving Skydiver | 177 | Rare | $0.33 |
Timestream Navigator | 178 | Mythic | $0.33 |
Warkite Marauder | 179 | Rare | $0.26 |
Windfall | 180 | Uncommon | $4.17 |
Black Market Connections | 181 | Rare | $15.12 |
Blood Artist | 182 | Uncommon | $3.21 |
Blood Money | 183 | Mythic | $0.72 |
Bloodghast | 184 | Rare | $2.66 |
Bloodline Necromancer | 185 | Uncommon | $0.24 |
Bloodtracker | 186 | Rare | $0.23 |
Butcher of Malakir | 187 | Rare | $0.42 |
Champion of Dusk | 188 | Rare | $0.24 |
Cordial Vampire | 189 | Rare | $0.97 |
Crossway Troublemakers | 190 | Rare | $0.28 |
Damn | 191 | Rare | $2.08 |
Dire Fleet Ravager | 192 | Mythic | $0.25 |
Drana, Liberator of Malakir | 193 | Mythic | $0.52 |
Dusk Legion Zealot | 194 | Common | $0.23 |
Exquisite Blood | 195 | Rare | $21.28 |
Falkenrath Noble | 196 | Uncommon | $0.31 |
Fathom Fleet Captain | 197 | Rare | $0.15 |
Feed the Swarm | 198 | Common | $0.30 |
Glass-Cast Heart | 199 | Rare | $0.32 |
Indulgent Aristocrat | 200 | Uncommon | $0.23 |
Lethal Scheme | 201 | Rare | $0.33 |
New Blood | 202 | Rare | $0.25 |
Nighthawk Scavenger | 203 | Rare | $0.37 |
Oathsworn Vampire | 204 | Uncommon | $0.23 |
Olivia's Wrath | 205 | Rare | $0.32 |
Pact of the Serpent | 206 | Rare | $0.69 |
Patron of the Vein | 207 | Rare | $0.26 |
Pitiless Plunderer | 208 | Uncommon | $1.97 |
Sanctum Seeker | 209 | Rare | $0.62 |
Timothar, Baron of Bats | 210 | Mythic | $0.25 |
Twilight Prophet | 211 | Mythic | $0.51 |
Village Rites | 212 | Common | $0.27 |
Viscera Seer | 213 | Common | $0.44 |
Yahenni, Undying Partisan | 214 | Rare | $0.25 |
Angrath's Marauders | 215 | Rare | $0.19 |
Blasphemous Act | 216 | Rare | $1.49 |
Breeches, Brazen Plunderer | 217 | Uncommon | $0.13 |
Captain Lannery Storm | 218 | Rare | $0.24 |
Captivating Crew | 219 | Rare | $0.18 |
Chandra's Ignition | 220 | Rare | $3.75 |
Chaos Warp | 221 | Rare | $0.44 |
Coercive Recruiter | 222 | Rare | $0.24 |
Dire Fleet Daredevil | 223 | Rare | $0.18 |
Etali, Primal Storm | 224 | Rare | $0.46 |
Faithless Looting | 225 | Common | $0.32 |
Fiery Confluence | 226 | Rare | $0.47 |
Kari Zev, Skyship Raider | 227 | Rare | $0.31 |
Marauding Raptor | 228 | Rare | $0.73 |
Otepec Huntmaster | 229 | Uncommon | $0.39 |
Port Razer | 230 | Mythic | $0.42 |
Shared Animosity | 231 | Rare | $1.68 |
Apex Altisaur | 232 | Rare | $4.63 |
Beast Within | 233 | Uncommon | $0.69 |
Branching Evolution | 234 | Rare | $4.40 |
Cultivate | 235 | Common | $0.58 |
Deathgorge Scavenger | 236 | Rare | $0.32 |
Deeproot Elite | 237 | Rare | $0.21 |
Descendants' Path | 238 | Rare | $2.97 |
Drover of the Mighty | 239 | Uncommon | $0.28 |
Evolution Sage | 240 | Uncommon | $4.34 |
Explore | 241 | Common | $0.26 |
Farseek | 242 | Common | $0.57 |
Hardened Scales | 243 | Rare | $3.16 |
Inspiring Call | 244 | Uncommon | $0.29 |
Kodama's Reach | 245 | Common | $1.43 |
Migration Path | 246 | Uncommon | $0.39 |
Rampaging Brontodon | 247 | Rare | $0.31 |
Rampant Growth | 248 | Common | $0.42 |
Ranging Raptors | 249 | Uncommon | $0.32 |
Realmwalker | 250 | Rare | $2.50 |