Despoiler of Flesh2BB
Creature - Eldrazi
Devoid
When ~ enters the battlefield, put a -1/-1 counter on each non-Eldrazi creature.
Put two cards you own in exile into your graveyard: Target creature gets -2/-2 until end of turn. Do this any time you could play a sorcery.
2/3
This Is How Magic Is Supposed To Work Damnit, Also, Here's An Ability On Top B
Enchantment
Cards in exile can't leave exile.
1B, Exile target black card from a graveyard: Put a -1/-1 counter on target creature.
Guardian of Lost Souls3W
Creature - Human Cleric
If a card in any graveyard would be exiled due to an activated ability or as a cost for an ability, counter that ability and keep the card in the graveyard.
2/5
Just Die 1BR
Instant
~ can't be countered and can target creatures with hexproof as though they don't have hexproof.
Destroy target creature. It cannot be regenerated.
Lightning BattleaxeR
Sorcery
You may cast Lightning Battleaxe any time you could cast an instant if you discard your hand as an additional cost.
Lightning Battleaxe deals 5 damage to target creature. If the additional cost was paid, Lightning Battleaxe can't be countered.
The Winter King 3WU
Legendary Creature - Human Soldier
W: Target creature gets +0/+1 until end of turn.
U: Switch target creature's power and toughness until end of turn.
4/4
Defender at the Gate2WU
Creature - Human Knight
Defender
All activated abilities require the permanent be tapped as an additional cost, if they don't usually require tapping. U, T: Tap target creature
2/6
Vitalizing Wind2UG
Sorcery
You may cast ~ as if it has flash, if you do, ~ costs 2 more to cast.
Untap all creatures you control. Put a +1/+1 counter on each creature you control.
Prick of the NeedleB
Instant
If you were dealt damage this turn, you may cast ~ without paying its CMC.
Target creature gets -2/-2 until end of turn.
Cycling 2
Quickened ExpulsorUUBBB
Creature - Human Wizard
Flash
Whenever Quickened Expulsor enters the battlefield, exile all graveyards.
Whenever a player casts a non-creature spell, that player exiles a card from their hand as an additional cost.
2/3
Devourer of Reason 2B
Creature - Demon
Flying
When ~ enters the battlefield, target opponent archives the top five cards of his or her library.
Players can't return archived cards to their hands.
5/3
Well sure, but if you remove it, it pretty much gives you five cards. I wouldn't mind tweaking the numbers of course and do believe it will probably end up as a 4/3 with four archivings
The reason I count it as card advantage is that, well, it's true that it's selection, but it basically increases your disposable spells by a reasonable amount. But yea you're right. It's great to get some talk up about the card, by the way, really appreciate it.
Good Cop Goes Bad 2W
Creature - Human Soldier
~ blocks each turn if able.
Whenever a creature deals combat damage to you, destroy that creature.
1/4
Wisp-Lit Dullahan1UB
Creature - Spirit
Skulk
Whenever ~ deals combat damage to a player, you may pay 2. If you do, put a card you own from exile or your graveyard into your hand.
2/2
Creature - Eldrazi
Devoid
When ~ enters the battlefield, put a -1/-1 counter on each non-Eldrazi creature.
Put two cards you own in exile into your graveyard: Target creature gets -2/-2 until end of turn. Do this any time you could play a sorcery.
2/3
Sasky for the Sig.
I am in your [PACK]. Watching you... do... something.
Enchantment
Cards in exile can't leave exile.
1B, Exile target black card from a graveyard: Put a -1/-1 counter on target creature.
Creature - Human Cleric
If a card in any graveyard would be exiled due to an activated ability or as a cost for an ability, counter that ability and keep the card in the graveyard.
2/5
Instant
Exile target white Creature. If that creature was a Cleric, gain life equal to its toughness.
Sasky for the Sig.
I am in your [PACK]. Watching you... do... something.
Enchantment
Sacrifice Guardian Ward: Counter target spell which targets a creature you control.
Instant
~ can't be countered and can target creatures with hexproof as though they don't have hexproof.
Destroy target creature. It cannot be regenerated.
Creature - Spirit
Flying, Protection from Instants.
Other creatures you control have Protection from Instants.
4/5
Sorcery
You may cast Lightning Battleaxe any time you could cast an instant if you discard your hand as an additional cost.
Lightning Battleaxe deals 5 damage to target creature. If the additional cost was paid, Lightning Battleaxe can't be countered.
Creature - Nightmare
Spells with converted mana cost 2 or less can't be cast.
3/6
Legendary Creature - Human Soldier
W: Target creature gets +0/+1 until end of turn.
U: Switch target creature's power and toughness until end of turn.
4/4
Creature - Human Knight
Defender
All activated abilities require the permanent be tapped as an additional cost, if they don't usually require tapping.
U, T: Tap target creature
2/6
Updated the wording.
Sorcery
You may cast ~ as if it has flash, if you do, ~ costs 2 more to cast.
Untap all creatures you control. Put a +1/+1 counter on each creature you control.
Sasky for the Sig.
I am in your [PACK]. Watching you... do... something.
Legendary Creature - Demon
Whenever another creature untapped, destroy that creature.
5/4
Sorcery
Destroy target creature with vigilance.
Legendary Creature - Human Soldier
Karan can't have counters placed on him.
4/1
Instant
If you were dealt damage this turn, you may cast ~ without paying its CMC.
Target creature gets -2/-2 until end of turn.
Cycling 2
Sasky for the Sig.
I am in your [PACK]. Watching you... do... something.
Creature - Human Wizard
Flash
Whenever Quickened Expulsor enters the battlefield, exile all graveyards.
Whenever a player casts a non-creature spell, that player exiles a card from their hand as an additional cost.
2/3
Creature - Demon
Flying
When ~ enters the battlefield, target opponent archives the top five cards of his or her library.
Players can't return archived cards to their hands.
5/3
Good Cop Goes Bad 2W
Creature - Human Soldier
~ blocks each turn if able.
Whenever a creature deals combat damage to you, destroy that creature.
1/4
Creature - Spirit
Skulk
Whenever ~ deals combat damage to a player, you may pay 2. If you do, put a card you own from exile or your graveyard into your hand.
2/2
Sasky for the Sig.
I am in your [PACK]. Watching you... do... something.
Creature - Human Soldier
Creatures with power 2 or less can't attack.
3/6
Enchantment
Players can't cast Aura or Equipment spells.