Creature — Spirit (2/2)
At the beginning of each player's upkeep, that player mills X cards, where X is the number of cards in their hand.
Creature — Merfolk Wizard (1/3)
Tap an untapped Merfolk you control: Target player mills a card.
Creature — Siren (1/3)
, : Target creature attacks target opponent this turn if able.
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 — 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.
Creature — Human Soldier (2/3)
Soulbond (You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.)
As long as Elgaud Shieldmate is paired with another creature, both creatures have hexproof. (They can't be the targets of spells or abilities your opponents control.)
Creature — Human Monk (1/3)
Whenever you cast a noncreature spell, Elusive Spellfist gets +1/+0 until end of turn and can't be blocked this turn.
Creature — Elf Pilot (3/2)
Whenever Elvish Mariner attacks, scry 1.
Whenever you scry, tap up to X target nonland permanents, where X is the number of cards looked at while scrying this way.
Creature — Spirit (2/2)
, Sacrifice Enigma Eidolon: Target player mills three cards.
Whenever you cast a multicolored spell, you may return Enigma Eidolon from your graveyard to your hand.
Creature — Illusion (2/2)
Phasing (This phases in or out before you untap during each of your untap steps. While it's phased out, it's treated as though it doesn't exist.)
When Ertai's Familiar phases out or leaves the battlefield, mill three cards.
: Until your next upkeep, Ertai's Familiar can't phase out.
Creature — Human Wizard (1/1)
Escape Artist can't be blocked.
, Discard a card: Return Escape Artist to its owner's hand.
Creature — Human Wizard (2/2)
When Exclusion Mage enters the battlefield, return target creature an opponent controls to its owner's hand.
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 — Spirit (4/4)
Flying
At the beginning of your upkeep, sacrifice Extravagant Spirit unless you pay for each card in your hand.
Creature — Faerie Rogue (1/2)
Flash
Flying
When Faerie Duelist enters the battlefield, target creature an opponent controls gets -2/-0 until end of 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.
Creature — Human Wizard (1/2)
At the beginning of each opponent's upkeep, that player chooses draw step, main phase, or combat phase. The player skips each instance of the chosen step or phase this turn.
Creature — Illusion (1/3)
Morph—Return two Islands you control to their owner's 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 Fathom Seer is turned face up, draw two cards.
Creature — Spirit (3/4)
Flying
At the beginning of your upkeep, sacrifice Fettergeist unless you pay for each other creature you control.
Creature — Bird Wizard (2/2)
Flying
Whenever a player cycles a card, return Fleeting Aven to its owner's hand.
Creature — Illusion (2/1)
Flying (This creature can't be blocked except by creatures with flying or reach.)
: Return Fleeting Image to its owner's hand.
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