Creature — Sphinx (4/4)
Flying
Whenever Conundrum Sphinx attacks, each player chooses a card name. Then each player reveals the top card of their library. If the card a player revealed has the name they chose, that player puts it into their hand. If it doesn't, that player puts it on the bottom of their library.
Creature — Human Pirate (2/2)
When Corsair Captain enters the battlefield, create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.")
Other Pirates you control get +1/+1.
Artifact Creature — Bird (1/4)
Flying
Whenever Coveted Falcon attacks, gain control of target permanent you own but don't control.
Disguise
When Coveted Falcon is turned face up, target opponent gains control of any number of target permanents you control. Draw a card for each one they gained control of this way.
Creature — Bird (3/4)
Flying
Whenever Coveted Peacock attacks, you may goad target creature defending player controls. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
Creature — Human Pirate (2/2)
Flash
When Crafty Cutpurse enters the battlefield, each token that would be created under an opponent's control this turn is created under your control instead.
Creature — Faerie Detective (2/2)
As an additional cost to cast this spell, you may collect evidence 6. (Exile cards with total mana value 6 or greater from your graveyard.)
Flying
When Crimestopper Sprite enters the battlefield, tap target creature. If evidence was collected, put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Creature — Bird Wizard (3/1)
Flash
Flying
When Crookclaw Transmuter enters the battlefield, switch target creature's power and toughness until end of turn.
Creature — Elemental (3/4)
Flying
When Cyclone Sire dies, you may put three +1/+1 counters on target land you control. If you do, that land becomes a 0/0 Elemental creature with haste that's still a land.
Creature — Human Wizard Mutant (0/0)
Graft 2 (This creature enters the battlefield with two +1/+1 counters on it. Whenever another creature enters the battlefield, you may move a +1/+1 counter from this creature onto it.)
, : Gain control of target creature with a +1/+1 counter on it for as long as Cytoplast Manipulator remains on the battlefield.
Legendary Creature — Human Soldier Advisor (4/3)
Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)
Creatures you control have "Whenever one or more counters are put on this creature for the first time each turn, draw a card."
Creature — Human Detective (2/3)
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.
Creature — Cat Beast (2/2)
Avoidance — Whenever you cast a noncreature spell, exile up to one target nonland permanent you control, then return that card to the battlefield under its owner's control.
Creature — Zombie (3/5)
Exploit (When this creature enters the battlefield, you may sacrifice a creature.)
When Diver Skaab exploits a creature, target creature's owner puts it on the top or bottom of their library.
Creature — Spirit (2/4)
Whenever Diviner Spirit deals combat damage to a player, you and that player each draw that many cards.
Creature — Insect Horror // Creature — Eldrazi Insect (5/4)
Flying
Whenever you cast an instant or sorcery spell, create a 1/1 blue Human Wizard creature token. Then if you control three or more Wizards, transform Docent of Perfection.
Final Iteration
Flying
Wizards you control get +2/+1 and have flying.
Whenever you cast an instant or sorcery spell, create a 1/1 blue Human Wizard creature token.
Legendary Creature — Human Wizard (3/3)
Whenever you cast a nonlegendary creature spell with flying, you may copy it, except the copy is a 1/1 Spirit in addition to its other types. Do this only once each turn. (The copy becomes a token.)
Creature — Dragon Turtle (3/5)
Flash
Drag Below — When Dragon Turtle enters the battlefield, tap it and up to one target creature an opponent controls. They don't untap during their controllers' next untap steps.
Creature — Human Soldier (1/1)
Whenever Dream Fighter blocks or becomes blocked by a creature, Dream Fighter and that creature phase out. (While they're phased out, they're treated as though they don't exist. Each one phases in before its controller untaps during their next untap step.)
Creature — Spirit (0/5)
Defender (This creature can't attack.)
Flying
Transmute (, Discard this card: Search your library for a card with the same mana value as this card, reveal it, put it into your hand, then shuffle. Transmute only as a sorcery.)
Creature — Spirit (3/3)
Flying
When Dungeon Geists enters the battlefield, tap target creature an opponent controls. That creature doesn't untap during its controller's untap step for as long as you control Dungeon Geists.
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