Creature — Angel Berserker (2/3)
Flying
When Renegade Reaper enters the battlefield, mill four cards. If at least one Angel card is milled this way, you gain 4 life. (To mill a card, put the top card of your library into your graveyard.)
Creature — Harpy (2/1)
Flying
When Scavenging Harpy enters the battlefield, exile target card from an opponent's graveyard.
Creature — Zombie Wizard (2/2)
When Sedraxis Alchemist enters the battlefield, if you control a blue permanent, return target nonland permanent to its owner's hand.
Creature — Snake Warrior (3/3)
When Serpent Warrior enters the battlefield, you lose 3 life.
Creature — Skeleton Archer (3/3)
When Skeleton Archer enters the battlefield, it deals 1 damage to any target.
Creature — Fungus Snail (1/1)
When Skullcap Snail enters the battlefield, target opponent exiles a card from their hand.
Creature — Vampire Soldier (2/2)
Flying
When Skymarch Bloodletter enters the battlefield, target opponent loses 1 life and you gain 1 life.
Creature — Human Pirate (2/2)
Draft Smuggler Captain face up.
As you draft a card, you may reveal it, note its name, then turn Smuggler Captain face down.
When Smuggler Captain enters the battlefield, you may search your library for a card with a name you noted for cards named Smuggler Captain, reveal it, put it into your hand, then shuffle.
Creature — Human Rigger (1/1)
Deathtouch
When Steady-Handed Mook enters the battlefield, it assembles a Contraption. (Put the top card of your Contraption deck face up onto one of your sprockets.)
Creature — Vampire Soldier (4/2)
When Stromkirk Mentor enters the battlefield, put a +1/+1 counter on another target Vampire you control.
Creature — Human Mercenary (1/1)
When Strongarm Thug enters the battlefield, you may return target Mercenary card from your graveyard to your hand.
Enchantment — Saga // Enchantment Creature — Spirit (0/0)
(As this Saga enters and after your draw step, add a lore counter.)
I, II — Each opponent sacrifices a creature unless they discard a card.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Animus of Night's Reach
Menace (This creature can't be blocked except by two or more creatures.)
Whenever Animus of Night's Reach attacks, it gets +X/+0 until end of turn, where X is the number of creature cards in defending player's graveyard.
Creature — Human Assassin (1/3)
Deathtouch
When Thorn of the Black Rose enters the battlefield, you become the monarch.
Creature — Rat (1/2)
When Thriving Rats enters the battlefield, you get (two energy counters).
Whenever Thriving Rats attacks, you may pay . If you do, put a +1/+1 counter on it.
Legendary Creature — Human Cleric (2/1)
Kicker (You may pay an additional as you cast this spell.)
Protection from white
Whenever an opponent discards a card, put a +1/+1 counter on Tourach, Dread Cantor.
When Tourach enters the battlefield, if it was kicked, target opponent discards two cards at random.
Creature — Phyrexian Zombie (3/2)
When Toxic Abomination enters the battlefield, you lose 2 life.
Artifact Creature — Necron (2/1)
Flying
Dynastic Codes — When Triarch Praetorian enters the battlefield from a graveyard, you draw two cards and you lose 2 life.
Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Creature — Elf Detective (1/1)
When Unscrupulous Agent enters the battlefield, target opponent exiles a card from their hand.
Creature — Human Wizard (3/1)
Kicker (You may pay an additional as you cast this spell.)
When Urborg Emissary enters the battlefield, if it was kicked, return target permanent to its owner's hand.
Creature — Orc Berserker (3/2)
When Uruk-hai Berserker enters the battlefield, the Ring tempts you.
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