Creature — Eldrazi (6/6)
Devoid (This card has no color.)
Flying
When Inverter of Truth enters, exile all cards from your library face down, then shuffle all cards from your graveyard into your library.
Sorcery
Exile all cards from your library. Then shuffle your graveyard into your library.
Enchantment
When Duplicity enters, exile the top five cards of your library face down.
At the beginning of your upkeep, you may exile all cards from your hand face down. If you do, put all other cards you own exiled with Duplicity into your hand.
At the beginning of your end step, discard a card.
When you lose control of Duplicity, put all cards exiled with Duplicity into their owner's graveyard.
Battle — Siege // Enchantment
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.)
When Invasion of Kaldheim enters, exile all cards from your hand, then draw that many cards. Until the end of your next turn, you may play cards exiled this way.
Pyre of the World Tree
Discard a land card: Pyre of the World Tree deals 2 damage to any target.
Whenever you discard a land card, exile the top card of your library. You may play that card this turn.
Creature — Nightmare Horror (8/8)
Flying
When Hypnox enters, if you cast it from your hand, exile all cards from target opponent's hand.
When Hypnox leaves the battlefield, return the exiled cards to their owner's hand.
Artifact
When Lantern of the Lost enters, exile target card from a graveyard.
, , Exile Lantern of the Lost: Exile all cards from all graveyards, then draw a card.
Creature — Human Cleric (2/2)
Protection from black and from red
When Sanctifier en-Vec enters, exile all cards that are black or red from all graveyards.
If a black or red permanent, spell, or card not on the battlefield would be put into a graveyard, exile it instead.
Creature — Nightmare Fish Beast (5/5)
When Wormfang Behemoth enters, exile all cards from your hand.
When Wormfang Behemoth leaves the battlefield, return the exiled cards to their owner's hand.
Legendary Creature — Homunculus (1/1)
When Fblthp, the Lost enters, draw a card. If it entered from your library or was cast from your library, draw two cards instead.
When Fblthp becomes the target of a spell, shuffle Fblthp into its owner's library.
Creature — Zombie Detective (3/2)
When Unshakable Tail enters and at the beginning of your upkeep, surveil 1.
Whenever one or more creature cards are put into your graveyard from your library, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
, Sacrifice a Clue: Return Unshakable Tail from your graveyard to your hand.
Creature — Goblin Artificer (1/2)
Modified creatures you control have menace. (Equipment, Auras you control, and counters are modifications.)
When Artillery Enthusiast enters the battlefield, you may discard a card. If you do, seek a card with mana value equal to that card's mana value. (To seek a card, put one at random from your library into your hand.)
Creature — Elemental Incarnation (3/4)
Flash
Reach
When Endurance enters, up to one target player puts all the cards from their graveyard on the bottom of their library in a random order.
Evoke—Exile a green card from your hand.
Creature — Shapeshifter (2/2)
Changeling
When Faceless Agent enters the battlefield, seek a creature card of the most prevalent creature type in your library. (To seek a card, put one at random from your library into your hand.)
Enchantment
When this enchantment enters, you gain 7 life. You become a card until you leave your library or that library is shuffled. Put yourself seventh from the top, balancing the cards on top of you on your head.
When you draw yourself, you win the game.
When one or more cards fall off your head, exile them and all cards on your head, then sacrifice this enchantment.
Creature — Spirit (5/5)
Flying
When Geist of Regret enters the battlefield, put a random instant card from your library into your graveyard. Then put a random sorcery card from your library into your graveyard.
Whenever you cast an instant or sorcery spell from your graveyard, copy that spell. You may choose new targets for the copy.
Battle — Siege // Sorcery
When Invasion of Alara enters, exile cards from the top of your library until you exile two nonland cards with mana value 4 or less. You may cast one of those two cards without paying its mana cost. Put one of them into your hand. Then put the other cards exiled this way on the bottom of your library in a random order.
Awaken the Maelstrom
Awaken the Maelstrom is all colors.
Target player draws two cards. You may put an artifact card from your hand onto the battlefield. Create a token that's a copy of a permanent you control. Distribute three +1/+1 counters among one, two, or three creatures you control. Destroy target permanent an opponent controls.
Artifact — Attraction
When Memory Test enters, target opponent exiles cards from the bottom of their library until they exile five nonland cards, then turns those nonland cards face down.
Visit — Name the exiled face-down cards, then look at them. If you named them correctly, turn them face up, then claim the prize!
Prize — Create three 1/1 red Balloon creature tokens with flying, then sacrifice Memory Test and open an Attraction.
Artifact
Whenever you draw a card, exile the top card of your library face down.
At the beginning of your upkeep, you may exile all cards from your hand face down. If you do, put all other cards you own exiled with Moonring Mirror into your hand.
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