Creature — Elemental Beast (1/3)
Discard a card: Switch Aquamoeba's power and toughness until end of turn.
Creature — Shapeshifter (0/0)
As Aquamorph Entity enters the battlefield or is turned face up, it becomes your choice of 5/1 or 1/5.
Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
Creature — Human Wizard (0/3)
, : Target player draws a card, then exiles a card from their hand. If a creature card is exiled this way, that player creates a token that's a copy of that card.
When Arcane Artisan leaves the battlefield, exile all tokens created with it at the beginning of the next end step.
Creature — Elf Wizard (2/1)
Search the Room — : Roll a d20.
1—9 | Draw a card.
10—20 | Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
Creature — Human Wizard (1/2)
When Archaeomancer enters the battlefield, return target instant or sorcery card from your graveyard to your hand.
Creature — Human Wizard (2/3)
When Archaeomender enters the battlefield, return target artifact card from your graveyard to your hand.
Creature — Human Advisor (2/3)
When your commander deals combat damage to a player, if there is no monarch, you become the monarch.
At the beginning of the monarch's end step, that player draws a card.
Creature — Human Wizard (2/2)
Magecraft — Whenever you cast or copy an instant or sorcery spell, draw a card.
Creature — Salamander Mount (2/2)
Whenever Archmage's Newt deals combat damage to a player, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. That card gains flashback until end of turn instead if Archmage's Newt is saddled. (You may cast that card from your graveyard for its flashback cost. Then exile it.)
Saddle 3
Creature — Bird Wizard (2/1)
Flying
Arctic Aven gets +1/+1 as long as you control a Plains.
: Arctic Aven gains lifelink until end of turn. (Damage dealt by this creature also causes you to gain that much life.)
Creature — Merfolk (1/1)
Kicker—Return a creature you control to its owner's hand. (You may return a creature you control to its owner's hand in addition to any other costs as you cast this spell.)
If Arctic Merfolk was kicked, it enters the battlefield with a +1/+1 counter on it.
Legendary Creature — Human Artificer (2/2)
: Target artifact creature's controller sacrifices it. That player may search their library for a noncreature artifact card, put it onto the battlefield, then shuffle.
Creature — Sphinx (4/3)
Flying
Metalcraft — : Exile Argent Sphinx. Return it to the battlefield under your control at the beginning of the next end step. Activate only if you control three or more artifacts.
Artifact Creature — Equipment Beast (2/1)
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Equipped creature gets +2/+1 and has ward .
Reconfigure (: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
Creature — Zombie Warrior (1/4)
When Armored Skaab enters the battlefield, mill four cards.
Creature — Human Wizard (1/2)
: Draw a card, then discard a card.
Whenever a permanent that shares an artist with another permanent you control enters the battlefield, untap Artful Looter.
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