Creature — Gnome Druid (1/1)
When Circle of the Land Druid enters the battlefield, you may mill four cards. (You may put the top four cards of your library into your graveyard.)
Natural Recovery — When Circle of the Land Druid dies, return target land card from your graveyard to your hand.
Creature — Merfolk Soldier (1/1)
Whenever Coral Fighters attacks and isn't blocked, look at the top card of defending player's library. You may put that card on the bottom of that player's library.
Creature — Vedalken Knight (1/3)
Vigilance
When Court Hussar enters the battlefield, look at the top three cards of your library, then put one of them into your hand and the rest on the bottom of your library in any order.
When Court Hussar enters the battlefield, sacrifice it unless was spent to cast it.
Creature — Homunculus // Creature — Eldrazi Homunculus (1/1)
: Add . Spend this mana only to cast an instant or sorcery spell.
At the beginning of your upkeep, if there are three or more instant and/or sorcery cards in your graveyard, transform Curious Homunculus.
Voracious Reader
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Instant and sorcery spells you cast cost less to cast.
Creature — Human Pirate (2/1)
: Daring Saboteur can't be blocked this turn.
Whenever Daring Saboteur deals combat damage to a player, you may draw a card. If you do, discard a card.
Creature — Human Rogue // Creature — Human Wizard (2/1)
When you sacrifice a Clue, transform Daring Sleuth.
Bearer of Overwhelming Truths
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Whenever Bearer of Overwhelming Truths deals combat damage to a player, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
Creature — Human Pirate (2/2)
When Deadeye Quartermaster enters the battlefield, you may search your library for an Equipment or Vehicle card, reveal it, put it into your hand, then shuffle.
Creature — Spirit Pirate (2/2)
When Departed Deckhand becomes the target of a spell, sacrifice it.
Departed Deckhand can't be blocked except by Spirits.
: Another target creature you control can't be blocked this turn except by Spirits.
Creature — Human Wizard (1/1)
, Mill a card: Add . (To mill a card, put the top card of your library into your graveyard.)
Creature — Human Artificer (1/3)
Whenever you cast a historic spell, target player mills two cards. (Artifacts, legendaries, and Sagas are historic.)
Creature — Human Wizard (0/6)
Morph—Reveal a blue card in your hand. (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
When Dragon's Eye Savants is turned face up, look at target opponent's hand.
Creature — Nightmare Sphinx (4/3)
Flash
Flying
When Dream Eater enters the battlefield, surveil 4. When you do, you may return target nonland permanent an opponent controls to its owner's hand. (To surveil 4, look at the top four cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Creature — Human Detective (2/1)
Exit Specialist can't be blocked by creatures with power 3 or greater.
Disguise (You may cast this card face down for as a 2/2 creature with ward . Turn it face up any time for its disguise cost.)
When Exit Specialist is turned face up, return another target creature to its owner's hand.
Creature — Drake (1/2)
Flying
Eyekite gets +2/+0 as long as you've drawn two or more cards this turn.
Creature — Faerie Rogue (2/1)
Flash
Flying
Whenever an opponent draws their second card each turn, you draw a card.
: Each player draws a card.
Artifact Creature — Faerie Artificer (2/2)
Flying
When Faerie Mechanist enters the battlefield, look at the top three cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
Creature — Faerie Rogue (1/2)
Flash
Flying
Whenever you draw your second card each turn, put a +1/+1 counter on Faerie Vandal.
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