Working Stiff
Unhinged — Uncommon
Creature — Mummy
Working Stiff rulings:
There are no rulings for Working Stiff.

Unhinged — Uncommon
Creature — Mummy
Working Stiff rulings:
There are no rulings for Working Stiff.

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Enchantment
As Call to Arms enters, choose a color and an opponent.
White creatures get +1/+1 as long as the chosen color is the most common color among nontoken permanents the chosen player controls but isn't tied for most common.
When the chosen color isn't the most common color among nontoken permanents the chosen player controls or is tied for most common, sacrifice Call to Arms.
Enchantment
As Farewell to Arms enters, choose a hand attached to an opponent's arm.
When the chosen hand isn't behind its owner's back, sacrifice Farewell to Arms. If you do, that player discards their hand . . . of cards. (The lawyers wouldn't let us do it the other way.)
Creature — Human Knight (4/4)
Bargain (You may sacrifice an artifact, enchantment, or token as you cast this spell.)
Trample
When Agatha's Champion enters, if it was bargained, it fights up to one target creature you don't control. (Each deals damage equal to its power to the other.)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.)
When Alchemist's Talent enters, create two tapped Treasure tokens.
: Level 2
Treasures you control have ", Sacrifice this artifact: Add two mana of any one color."
: Level 3
Whenever you cast a spell, if mana from a Treasure was spent to cast it, this Class deals damage equal to that spell's mana value to each opponent.
Creature — Eldrazi Angel (4/4)
Devoid (This card has no color.)
Flying, vigilance
When Angelic Aberration enters, sacrifice any number of creatures each with base power or toughness 1 or less. Create that many 4/4 colorless Eldrazi Angel creature tokens with flying and vigilance.
Creature — Demon (5/4)
As an additional cost to cast this spell, sacrifice a creature.
Flying
When this creature enters, each opponent discards a card and loses 2 life. You draw a card and gain 2 life.
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