Unsanctioned
When this creature enters, roll a six-sided die. You gain life equal to the result.
Exile target attacking creature. Then remove it from the game. Then put it into the absolutely-removed-from-the-freaking-game-forever zone.
Whenever another creature enters, you may stand up and say in a deep, booming voice, "Presenting . . . " and that creature's name. If you do, put a +1/+1 counter on that creature.
{T}: Choose target spell or ability that targets a permanent you control. Then ask a person outside the game if the story of what will happen makes sense. If they say no, sacrifice this creature and counter that spell or ability.
At the beginning of your upkeep, you may ask target player a yes-or-no question. If you do, that player answers the question truthfully and abides by that answer if able until end of turn.
When this enchantment enters, exile target creature an opponent controls until this enchantment leaves the battlefield. At the beginning of the upkeep of the exiled card's owner, that player rolls two six-sided dice. If they roll doubles, sacrifice this enchantment.
Flying Whenever you attack with two or more creatures, Augment {3}{W} ({3}{W}, Reveal this card from your hand: Combine it with target host. Augment only as a sorcery.)
First strike {1}{W}, Do the Hokey Pokey: Prevent all damage a source of your choice would deal to this creature this turn. (To do the Hokey Pokey, choose an arm, a leg, or your whole self and put it in. Put it out. Put it in. Shake it all about. You do the Hokey Pokey! Turn yourself around.)
As this enchantment enters, choose a number and a second number one higher or one lower than the first number. All instances of the first chosen number in the full text of each permanent, spell, and card in any zone are changed to the second chosen number.
Ban a card other than a basic land card for the rest of the match. (All cards with that name in any zone or sideboard are removed from the match.)
{W}, {T}: Tap target creature without reminder text. (Reminder text is still any italicized text in parentheses that explains rules you already know.)
When this creature enters, you may exile target non-Horse creature you control that wasn't put onto the battlefield with this ability this turn, then return it to the battlefield under its owner's control.
"Until end of turn" and "this turn" effects don't end.
When this creature enters, exile target creature card with mana value 2 or less from your graveyard. If it has augment, combine it with a host you control. Otherwise, put it onto the battlefield.
Knightlifelink (Damage dealt by Knights you control also causes you to gain that much life.) {W}: Syr Cadian gains vigilance until end of turn. Activate only from sunrise to sunset. {B}: Syr Cadian gains flying until end of turn. Activate only from sunset to sunrise.
Whenever you cast a wordy spell, scry 2. (A spell is wordy if it has four or more lines of rules text.) {1}{R}, {T}: Choose target creature you don't control. Reveal the top card of your library. Alexander Clamilton gets +X/+0 until end of turn, where X is the number of lines of rules text of the revealed card. Alexander Clamilton fights that creature.
This spell costs {1} more to cast for each ten years you've been alive. Avatar of Me's power is equal to your height in feet and its toughness is equal to your American shoe size. Round to the nearest ½. Avatar of Me is the color of your eyes.
As B.O.B. enters, create four 1/1 blue Beeble creature tokens. The number of loyalty counters on B.O.B. is equal to the number of Beebles you control. (Create or sacrifice Beebles whenever B.O.B. gains or loses loyalty.) [+1]: Up to X target Beebles can't be blocked this turn, where X is the number of cards in your hand. [−1]: Draw a card.
Flying At the beginning of your upkeep, sacrifice this creature unless you say its flavor text.
If Cheatyface is in your hand, you may sneak Cheatyface onto the battlefield. If an opponent catches you right away, that player may exile Cheatyface. Flying
Whenever a 6 is rolled on a six-sided die, put a +1/+1 counter on each Bird. (You may roll dice only when instructed to.) Tap an untapped Bird you control: Roll a six-sided die. (Like now.)
Whenever a player casts a spell without asking your permission while casting it, counter that spell. When a player asks you permission to cast a spell and you refuse, counter that spell and sacrifice this enchantment.
{4}: Search your library for a card, put that card into your hand, then shuffle.
Enchant creature As this Aura enters, choose a word. Whisper the chosen word: Tap enchanted creature.
When this creature enters, you may draw a card.
You may play cards as though they were other cards of your choice with the same mana cost. You can't choose the same card twice. (Mana cost includes color.)
As this enchantment enters, choose a word with four or more letters. After you say the chosen word for the first time each turn, an opponent may ring or imitate a bell within five seconds. When no opponent does, draw a card.
Roll a six-sided die. Put target nonland permanent into its owner's library just beneath the top X cards of that library, where X is the result.
The phases of each player's turn are reversed. (The phases are, in reverse order, ending, second main, combat, first main, and beginning.) As long as there are more than two players in the game, the turn order is reversed.
Defender You may tap an untapped Wall you control to have any player reroll a die that player rolled.
Whenever you cast a spell with a squirrel in its art, you get {A} (an acorn counter). Whenever a Squirrel you control enters or dies, you get {A}. {2}{B}, Pay X {A}: Target creature gets -X/-X until end of turn. {G}, Pay X {A}: Target creature gets +X/+X until end of turn.
Flying At the beginning of each end step, if an opponent lost 3 or more life this turn, Augment {1}{B} ({1}{B}, Reveal this card from your hand: Combine it with target host. Augment only as a sorcery.)
Open a sealed Magic booster pack, reveal the cards, and put one of them into your hand. (Remove that card from your deck before beginning a new game.)
When this creature enters, target opponent discards a card.
Destroy target creature with reminder text. (Reminder text is any italicized text in parentheses that explains rules you already know.)
Players play a Magic subgame under the table, starting at 5 life and using their libraries as their decks. The winner searches their library for two cards, puts those cards into their hand, then shuffles.
This creature has flying as long as it's being held above the battlefield.
Flying, first strike {1}{B}, Reveal this card from your hand, Say "It's coming": This card deals 1 damage to target opponent or planeswalker. Activate only during your upkeep and only once each turn.
Flying, first strike, trample Once each turn, while you're searching your library, you may pay {1}{B}, reveal this card from your library and say "I'm coming, too" If you do, this card deals 2 damage to a player of your choice.
Flying, first strike, trample, haste This spell costs {3} less to cast for each card you've revealed this turn. When this creature enters, you may say "I'm here." If you do, it deals 3 damage to target player.
At the beginning of your upkeep, roll a six-sided die. On a 3 or 4, put a +1/+1 counter on this creature. On a 5 or higher, put two +1/+1 counters on it. On a 1, remove all +1/+1 counters from this creature.
Flying As this creature enters, roll a six-sided die. This creature enters with a number of +1/+1 counters on it equal to the result. At the beginning of your upkeep, roll a six-sided die and put a number of +1/+1 counters on this creature equal to the result. At the beginning of your end step, roll a six-sided die and remove a number of +1/+1 counters from this creature equal to the result.
Flying Whenever a creature dies, you may roll a six-sided die. If you roll a 1, sacrifice this creature. Otherwise, put a +1/+1 counter on this creature.
Flying When this creature enters, destroy target creature and put your head on the table. Sacrifice this creature when your head stops touching the table.
You may tap this creature to increase the result of a die any player rolled by 1.
When this creature enters, target creature an opponent controls gets -1/-1 until end of turn.
Whenever you cast a spell, note the first letter of its artist's name. If that letter wasn't already noted, put a +1/+1 counter on this creature.
Madness {R}, cycling {1}{R}, kicker {2}{R}, flashback {3}{R}, buyback {4}{R} Blast from the Past deals 2 damage to any target. If this spell was kicked, create a 1/1 red Goblin creature token.
As this creature enters and whenever it attacks, stack two dice on top of it. (All dice must be stacked vertically, one on top of another.) This creature gets +1/+1 for each die in its stack. This creature attacks each combat if able. When the stack falls, sacrifice this creature.
When this creature enters, you may discard a card. If you do, draw a card.
Menace (This creature can't be blocked except by two or more creatures.) Other creatures you control wearing hats in their art have menace.
Say "Goblin S.W.A.T. Team": Put a +1/+1 counter on this creature unless an opponent swats the table within five seconds. Activate only once each turn.
Roll a six-sided die. If you roll a 1, Goblin Tutor has no effect. Otherwise, search your library for the indicated card, reveal it, put it into your hand, then shuffle. 2 — A card named Goblin Tutor 3 — An enchantment 4 — An artifact 5 — A creature 6 — An instant or sorcery
(This creature has INFINITE POWER.)
At the beginning of your upkeep, roll a six-sided die. This creature gets +X/+0 until end of turn, where X is the result.
As this creature enters, you secretly put six or fewer +1/+1 counters on it, then an opponent guesses the number of counters. If that player guesses right, sacrifice this creature after it enters.
Flying Whenever Stet attacks, you may exile a card from your graveyard. When you do, Stet deals 4 damage to any target whose name begins with the same letter as the exiled card. {W}: Delete the first letter of target permanent or player's name until end of turn.
Roll a six-sided die. Strategy, Schmategy has the indicated effect. 1 — Do nothing. 2 — Destroy all artifacts. 3 — Destroy all lands. 4 — Strategy, Schmategy deals 3 damage to each creature and each player. 5 — Each player discards their hand and draws seven cards. 6 — Repeat this process two more times.
Trample (This spell can deal excess damage to its target's controller.) Super-Duper Death Ray deals 4 damage to target creature.
All creatures have haste. Players play with the top card of their libraries revealed. Noninstant, nonsorcery cards on top of a library are on the battlefield under their owner's control in addition to being in that library.
Trample Whenever a player casts a spell, put a chip counter on its mana value. This creature gets +9/+9 for each set of three numbers in a row with chip counters on them.
As this creature enters, roll a six-sided die twice. Its base power becomes the first result and its base toughness becomes the second result.
{1}{G}: Roll two six-sided dice. If both results are the same, this creature gets +X/+X until end of turn, where X is that result. If the total of those results is equal to any other total you have rolled this turn for this ability, sacrifice it. (For example, if you roll two 3s, it gets +3/+3. If you roll a 4 and a 2 for this ability later that turn, sacrifice it.)
Roll a six-sided die. Target creature gets +X/+X until end of turn, where X is the result.
Whenever a nontoken creature enters, Augment {G} ({G}, Reveal this card from your hand: Combine it with target host. Augment only as a sorcery.)
When this creature enters, roll a six-sided die. Put a number of +1/+1 counters on this creature equal to the result.
Phasing, cumulative upkeep {1}, echo {G}{G}, fading 3, bands with other Dinosaurs, protection from Homarids, snow-covered plainswalk, flanking, rampage 2
{2}{G}, {T}: Roll a six-sided die. It becomes a green Die creature token with power and toughness each equal to its result. {2}{U}, {T}: Reroll any die. (Activate only any time it makes sense.)
Just a second (As long as this spell is on the stack, players can't move permanents.) This creature enters by being thrown from a distance of at least three feet. When this creature enters, it fights each creature an opponent controls that it touched as it entered.
When this creature enters, it gains haste if it's summer. Put a +1/+1 counter on it if it's autumn. You gain 5 life if it's winter. If it's spring, search your library for a basic land card, reveal it, put it into your hand, then shuffle.
{1}{G}: Reveal a card in your hand, covering the artist credit. Target opponent guesses the artist. If they guess wrong, create a 1/1 green Squirrel creature token.
Whenever you augment, enchant, or mutate a creature you control, draw a card. {T}: Add {W}, {U}, {B}, {R}, or {G}.
{4}: You may put a creature card from your hand onto the battlefield.
When this creature enters, search your library for a basic land card, reveal it, put it into your hand, then shuffle.
Spells you cast cost {1} less to cast. You must speak in a voice other than your normal voice. When you speak in your normal voice, sacrifice this artifact.
During your turn, if this card is in your hand, you may hide it on the battlefield. {0}: Return this artifact to its owner's hand. Only your opponents may activate this ability and only if they see this artifact. {2}, Sacrifice this artifact: Destroy target attacking creature.
{T}: Roll a six-sided die. This ability has the indicated effect. 1 — Sacrifice this artifact and you lose 5 life. 2 — Add {W}. 3 — Add {U}. 4 — Add {B}. 5 — Add {R}. 6 — Add {G}.
If you would roll a die, instead roll two of those dice and ignore one of those results.
Creatures named Rock Lobster can't attack or block.
{3}, {T}: Spin this artifact in the middle of the table so that it rotates completely at least once, then destroy the closest permanent the finger points to.
Creatures named Scissors Lizard can't attack or block.
Creatures named Paper Tiger can't attack or block.
Equipped creature gets +2/+2 and has protection from Rogues and from Clerics. Whenever equipped creature deals combat damage to a player, create a 4/4 gold Dragon creature token with flying and roll a d20 (a twenty-sided die). If you roll a 20, repeat this process. Equip {2}
As this artifact enters, each player puts a pop! counter on "0." Whenever a player casts a spell, move that player's pop! counter up one. Whenever a player's pop! counter hits "5," that player creates a 5/5 pink Giant Teddy Bear creature token and resets all pop! counters to "0."
{T}: Add {C}. {T}: Add one mana of any color. Spend this mana only to pay Un-costs.
({T}: Add {W}.)
({T}: Add {W}.)
({T}: Add {U}.)
({T}: Add {U}.)
({T}: Add {B}.)
({T}: Add {B}.)
({T}: Add {R}.)
({T}: Add {R}.)
({T}: Add {G}.)
({T}: Add {G}.)
Flying
(Place your acorn counters in this area.)
| Card | Number | Rarity | Price |
|---|---|---|---|
Adorable Kitten | 1 | Common | $0.18 |
AWOL | 2 | Common | $0.17 |
Emcee | 3 | Uncommon | $0.10 |
Flavor Judge | 4 | Rare | $0.15 |
Frankie Peanuts | 5 | Rare | $0.16 |
GO TO JAIL | 6 | Common | $0.13 |
Humming- | 7 | Common | $0.07 |
Knight of the Hokey Pokey | 8 | Common | $0.19 |
Look at Me, I'm R&D | 9 | Rare | $0.09 |
Look at Me, I'm the DCI | 10 | Rare | $0.16 |
Old Guard | 11 | Common | $0.04 |
Ordinary Pony | 12 | Common | $0.12 |
Staying Power | 13 | Rare | $0.18 |
Strutting Turkey | 14 | Uncommon | $0.14 |
Syr Cadian, Knight Owl | 15 | Rare | $0.17 |
Alexander Clamilton | 16 | Rare | $0.42 |
Avatar of Me | 17 | Rare | $0.18 |
B.O.B. (Bevy of Beebles) | 18 | Mythic | $0.29 |
Carnivorous Death-Parrot | 19 | Common | $0.11 |
Cheatyface | 20 | Uncommon | $1.09 |
Chicken à la King | 21 | Rare | $0.16 |
Common Courtesy | 22 | Uncommon | $0.23 |
Johnny, Combo Player | 23 | Rare | $0.16 |
Magic Word | 24 | Common | $0.05 |
Mer Man | 25 | Common | $0.10 |
Richard Garfield, Ph.D. | 26 | Rare | $0.19 |
Rings a Bell | 27 | Uncommon | $0.12 |
Time Out | 28 | Common | $0.07 |
Topsy Turvy | 29 | Uncommon | $0.07 |
Wall of Fortune | 30 | Common | $0.07 |
Acornelia, Fashionable Filcher | 31 | Rare | $0.25 |
Bat- | 32 | Uncommon | $0.09 |
Booster Tutor | 33 | Uncommon | $4.97 |
Dirty Rat | 34 | Common | $0.11 |
Duh | 35 | Common | $0.16 |
Enter the Dungeon | 36 | Rare | $0.13 |
Hoisted Hireling | 37 | Common | $0.08 |
Infernal Spawn of Evil | 38 | Rare | $0.20 |
Infernal Spawn of Infernal Spawn of Evil | 39 | Rare | $0.15 |
Infernius Spawnington III, Esq. | 40 | Rare | $0.20 |
Inhumaniac | 41 | Uncommon | $0.08 |
Jumbo Imp | 42 | Uncommon | $0.17 |
Poultrygeist | 43 | Common | $0.13 |
Skull Saucer | 44 | Uncommon | $0.06 |
Snickering Squirrel | 45 | Common | $0.10 |
Stinging Scorpion | 46 | Common | $0.06 |
Abstract Iguanart | 47 | Uncommon | $0.06 |
Blast from the Past | 48 | Rare | $0.14 |
Boomstacker | 49 | Rare | $0.15 |
Common Iguana | 50 | Common | $0.06 |
Goblin Haberdasher | 51 | Uncommon | $0.11 |
Goblin S.W.A.T. Team | 52 | Common | $0.13 |
Goblin Tutor | 53 | Uncommon | $0.54 |
Infinity Elemental | 54 | Mythic | $0.32 |
Painiac | 55 | Common | $0.06 |
Six-y Beast | 56 | Uncommon | $0.08 |
Stet, Draconic Proofreader | 57 | Rare | $0.18 |
Strategy, Schmategy | 58 | Rare | $0.27 |
Super-Duper Death Ray | 59 | Uncommon | $0.10 |
Yet Another Aether Vortex | 60 | Rare | $0.13 |
B-I-N-G-O | 61 | Rare | $0.13 |
Elvish Impersonators | 62 | Common | $0.18 |
Free-Range Chicken | 63 | Common | $0.09 |
Growth Spurt | 64 | Common | $0.11 |
Half-Squirrel, Half- | 65 | Uncommon | $0.10 |
Mother Kangaroo | 66 | Common | $0.07 |
Old Fogey | 67 | Rare | $0.18 |
Pippa, Duchess of Dice | 68 | Rare | $0.15 |
Slaying Mantis | 69 | Uncommon | $0.12 |
Spirit of the Season | 70 | Uncommon | $0.14 |
Squirrel Farm | 71 | Rare | $0.21 |
Surgeon General Commander | 72 | Mythic | $0.32 |
Timmy, Power Gamer | 73 | Rare | $0.26 |
Wild Crocodile | 74 | Common | $0.09 |
Who // What // When // Where // Why | 75 | Rare | $0.23 |
Bronze Calendar | 76 | Uncommon | $0.18 |
Entirely Normal Armchair | 77 | Uncommon | $0.16 |
Jack-in-the-Mox | 78 | Rare | $3.18 |
Krark's Other Thumb | 79 | Uncommon | $0.25 |
Paper Tiger | 80 | Common | $0.51 |
Pointy Finger of Doom | 81 | Rare | $0.21 |
Rock Lobster | 82 | Common | $0.53 |
Scissors Lizard | 83 | Common | $0.38 |
Sword of Dungeons & Dragons | 84 | Mythic | $0.97 |
Water Gun Balloon Game | 85 | Rare | $0.14 |
Underdome | 86 | Common | $0.13 |
Plains | 87 | Common | $0.33 |
Plains | 88 | Common | $2.16 |
Island | 89 | Common | $0.38 |
Island | 90 | Common | $1.65 |
Swamp | 91 | Common | $0.33 |
Swamp | 92 | Common | $3.23 |
Mountain | 93 | Common | $0.57 |
Mountain | 94 | Common | $2.06 |
Forest | 95 | Common | $0.69 |
Forest | 96 | Common | $2.01 |
Beeble | 1 | N/A | |
Goblin | 2 | N/A | |
Squirrel | 3 | N/A | |
Dragon | 4 | N/A | |
Giant Teddy Bear | 5 | N/A | |
Acorn Stash | 6 | N/A |