Artifact Creature — Phyrexian Artificer (2/4)
Whenever Transplant Theorist or another artifact enters the battlefield under your control, you may draw a card. If you do, discard a card.
: Put target card from your graveyard on the bottom of your library.
Legendary Artifact Creature — Phyrexian Vedalken (2/4)
Other blue creatures you control have "Whenever this creature becomes tapped, draw a card, then discard a card."
Other artifact creatures you control get +1/+1.
: Until end of turn, target creature you control becomes a blue artifact in addition to its other colors and types. Activate only as a sorcery. ( can be paid with either or 2 life.)
Creature — Merfolk Spellshaper (1/1)
, , Discard a card: Return target creature to its owner's hand.
Creature — Bird Wizard (2/2)
Flying
Whenever you cycle or discard a card, target creature gains flying until end of turn.
Creature — Human Wizard (0/0)
Academy Elite enters the battlefield with X +1/+1 counters on it, where X is the number of instant and sorcery cards in all graveyards.
, Remove a +1/+1 counter from Academy Elite: Draw a card, then discard a card.
Creature — Cephalid (2/2)
: Target player draws two cards, then discards two cards.
Creature — Cephalid Rogue (2/1)
: Target player draws a card, then discards a card.
Creature — Wall (1/4)
Defender
, : Target player mills X cards, where X is the number of creatures you control with defender. (To mill a card, a player puts the top card of their library into their graveyard.)
Creature — Merfolk Wizard (2/2)
Whenever you cast a kicked spell, draw a card, then discard a card.
When Coralhelm Chronicler enters the battlefield, look at the top five cards of your library. You may reveal a card with a kicker ability from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
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 — Homarid Mercenary (2/4)
Whenever you commit a crime, each opponent mills three cards. This ability triggers only once each turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
Creature — Human Artificer (1/3)
Whenever you cast a historic spell, target player mills two cards. (Artifacts, legendaries, and Sagas are historic.)
Creature — Homunculus (0/4)
Defender
, : Target player mills X cards, where X is the number of creatures you control with defender.
Creature — Human Spellshaper (1/1)
, , Discard a card, Sacrifice a land: Search your library for up to two basic land cards, put them onto the battlefield, then shuffle.
Creature — Zombie Horror (3/6)
When Drownyard Amalgam enters the battlefield, target player mills three cards. (They put the top three cards of their library into their graveyard.)
: Drownyard Amalgam can't be blocked this turn.
Creature — Human Advisor (0/3)
Flying, vigilance
Duelist of the Mind's power is equal to the number of cards you've drawn this turn.
Whenever you commit a crime, you may draw a card. If you do, discard a card. This ability triggers only once each turn.
Legendary Enchantment Creature — Shrine (0/4)
Flying
At the beginning of your end step, you may pay . When you do, target player mills X cards, where X is the number of Shrines you control. (To mill a card, a player puts the top card of their library into their graveyard.)
Creature — Human Wizard Ally (1/3)
Whenever Halimar Excavator or another Ally enters the battlefield under your control, target player mills X cards, where X is the number of Allies you control.
Creature — Crab (0/2)
Landfall — Whenever a land enters the battlefield under your control, target player mills three cards.
Creature — Homarid Scout (3/3)
When Homarid Explorer enters the battlefield, target player mills four cards.
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