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: Add .
, : Add one mana of any color.
, , Exile Abstergo Entertainment: Return up to one target historic card from your graveyard to your hand, then exile all graveyards. (Artifacts, legendaries, and Sagas are historic.)
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: Add .
, : Add one mana of any color.
, , Exile Abstergo Entertainment: Return up to one target historic card from your graveyard to your hand, then exile all graveyards.
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: Add .
, : Add one mana of any color.
, , Exile Abstergo Entertainment: Return up to one target historic card from your graveyard to your hand, then exile all graveyards.
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Freerunning (You may cast this spell for its freerunning cost if you dealt combat damage to a player this turn with an Assassin or commander.)
Menace (This creature can't be blocked except by two or more creatures.)
Other Assassins you control get +1/+1.
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When Adéwalé enters the battlefield, reveal the top six cards of your library. Put an Assassin, Pirate, or Vehicle card from among them into your hand and the rest on the bottom of your library in a random order.
Whenever a Vehicle you control deals combat damage to a player, you may return Adéwalé from your graveyard to your hand.
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When Adéwalé enters the battlefield, reveal the top six cards of your library. Put an Assassin, Pirate, or Vehicle card from among them into your hand and the rest on the bottom of your library in a random order.
Whenever a Vehicle you control deals combat damage to a player, you may return Adéwalé from your graveyard to your hand.
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When Adéwalé enters the battlefield, reveal the top six cards of your library. Put an Assassin, Pirate, or Vehicle card from among them into your hand and the rest on the bottom of your library in a random order.
Whenever a Vehicle you control deals combat damage to a player, you may return Adéwalé from your graveyard to your hand.
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Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
Whenever Adrestia attacks, if an Assassin crewed it this turn, draw a card. Adrestia becomes an Assassin in addition to its other types until end of turn.
Crew 1
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Islandwalk
Whenever Adrestia attacks, if an Assassin crewed it this turn, draw a card. Adrestia becomes an Assassin in addition to its other types until end of turn.
Crew 1
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Trample
Alexios, Deimos of Kosmos must attack each combat if able, can't be sacrificed, and can't attack its owner.
At the beginning of each player's upkeep, that player gains control of Alexios, untaps it, and puts a +1/+1 counter on it. It gains haste until end of turn.
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Trample
Alexios, Deimos of Kosmos attacks each combat if able, can't be sacrificed and can't attack its owner.
At the beginning of each player's upkeep, that player gains control of Alexios, untaps it, and puts a +1/+1 counter on it. It gains haste until end of turn.
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Trample
Alexios, Deimos of Kosmos attacks each combat if able, can't be sacrificed, and can't attack its owner.
At the beginning of each player's upkeep, that player gains control of Alexios, untaps it, and puts a +1/+1 counter on it. It gains haste until end of turn.
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First strike
Whenever Altaïr Ibn-La'Ahad attacks, exile up to one target Assassin creature card from your graveyard with a memory counter on it. Then for each creature card you own in exile with a memory counter on it, create a tapped and attacking token that's a copy of it. Exile those tokens at end of combat.
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First strike
Whenever Altaïr Ibn-La'Ahad attacks, exile up to one target Assassin creature card from your graveyard with a memory counter on it. Then for each creature card you own in exile with a memory counter on it, create a tapped and attacking token that's a copy of it. Exile those tokens at end of combat.
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First strike
Whenever Altaïr Ibn-La'Ahad attacks, exile up to one target Assassin creature card from your graveyard with a memory counter on it. Then for each creature card you own in exile with a memory counter on it, create a tapped and attacking token that's a copy of it. Exile those tokens at end of combat.
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First strike
Whenever Altaïr Ibn-La'Ahad attacks, exile up to one target Assassin creature card from your graveyard with a memory counter on it. Then for each creature card you own in exile with a memory counter on it, create a tapped and attacking token that's a copy of it. Exile those tokens at end of combat.
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, Pay 4 life, Sacrifice Apple of Eden: Look at target opponent's hand and exile those cards face down. You may play those cards this turn, and mana of any type can be spent to cast them. Until end of turn, whenever you play a land or cast a spell this way, its owner draws a card. At the beginning of the next end step, return the exiled cards to its owner's hand. Activate only as a sorcery.
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, Pay 4 life, Sacrifice Apple of Eden: Look at target opponent's hand and exile those cards face down. You may play those cards this turn, and mana of any type can be spent to cast them. Until end of turn, whenever you play a land or cast a spell this way, its owner draws a card. At the beginning of the next end step, return the exiled cards to its owner's hand. Activate only as a sorcery.
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, Pay 4 life, Sacrifice Apple of Eden: Look at target opponent's hand and exile those cards face down. You may play those cards this turn, and mana of any type can be spent to cast them. Until end of turn, whenever you play a land or cast a spell this way, its owner draws a card. At the beginning of the next end step, return the exiled cards to its owner's hand. Activate only as a sorcery.
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Whenever Arbaaz Mir or another nontoken historic permanent enters the battlefield under your control, Arbaaz Mir deals 1 damage to each opponent and you gain 1 life. (Artifacts, legendaries, and Sagas are historic.)
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Whenever Arbaaz Mir or another nontoken historic permanent enters the battlefield under your control, Arbaaz Mir deals 1 damage to each opponent and you gain 1 life.
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Whenever Arbaaz Mir or another nontoken historic permanent enters the battlefield under your control, Arbaaz Mir deals 1 damage to each opponent and you gain 1 life.
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Deathtouch
Other Assassins you control get +2/+0.
Disguise (You may cast this card face down for 3 as a 2/2 with ward 2. Turn it face up any time for its disguise cost.)
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Deathtouch
Other Assassins you control get +2/+0.
Disguise
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Deathtouch
Other Assassins you control get +2/+0.
Disguise
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Defender (This creature can't attack.)
: Put a +1/+1 counter on target creature. It can't be blocked this turn. Activate only as a sorcery.
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When Assassin Gauntlet enters the battlefield, attach it up to one target creature you control. Tap all creatures target opponent controls.
Equipped creature gets +1/+1 and "Whenever this creature deals combat damage to a player, draw a card, then discard a card.".
Equip
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When Assassin Gauntlet enters the battlefield, attach it to up to one target creature you control. Tap all creatures target opponent controls.
Equipped creature gets +1/+1 and "Whenever this creature deals combat damage to a player, draw a card, then discard a card.".
Equip
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: Assassin Initiate gains your choice of flying, deathtouch, or lifelink until end of turn.
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: Assassin Initiate gains your choice of flying, deathtouch, or lifelink until end of turn.
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Destroy target permanent an opponent controls. Its controller may search their library for a basic land card, put it onto the battlefield, then shuffle.
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Destroy target permanent an opponent controls. Its controller may search their library for a basic land card, put it onto the battlefield, then shuffle.
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Destroy target permanent an opponent controls. Its controller may search their library for a basic land card, put it onto the battlefield, then shuffle.
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Choose one or both —
• Return target creature to its owner's hand.
• Target player searches their library and/or graveyard for a card named Ezio, Blade of Vengeance, reveals it, and put it into their hand. If they searched their library this way, they shuffle.
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Deathtouch
Whenever a creature you control with deathtouch deals combat damage to a player, put that many +1/+1 counters on that creature.
Disguise (You may cast this card face down for as a 2/2 with ward . Turn it face up any time for its disguise cost.)
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Deathtouch
Whenever a creature you control with deathtouch deals combat damage to a player, put that many +1/+1 counters on that creature.
Disguise
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Deathtouch
Whenever a creature you control with deathtouch deals combat damage to a player, put that many +1/+1 counters on that creature.
Disguise
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Menace, lifelink
Whenever a historic creature you control deals combat damage to a player, create a 1/1 black Assassin creature token with menace. (Artifacts, legendaries, and Sagas are historic.)
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Menace, lifelink
Whenever a historic creature you control deals combat damage to a player, create a 1/1 black Assassin creature token with menace.
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Menace, lifelink
Whenever a historic creature you control deals combat damage to a player, create a 1/1 black Assassin creature token with menace.
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(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I, II, III — Mill three cards. You may put a historic card from among them into your hand. (Artifacts, legendaries, and Sagas are historic.)
IV — Historic spells you cast this turn cost less to cast.
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Whenever you cast a historic spell, draw a card. Basim Ibn Ishaq can't be blocked this turn. This ability triggers only once each turn. (Artifacts, legendaries, and Sagas are historic.)
Whenever Basim Ibn Ishaq deals combat damage to a player, put a +1/+1 counter on it.
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Whenever you cast a historic spell, draw a card. Basim Ibn Ishaq can't be blocked this turn. This ability triggers only once each turn.
Whenever Basim Ibn Ishaq deals combat damage to a player, put a +1/+1 counter on it.
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Whenever you cast a historic spell, draw a card. Basim Ibn Ishaq can't be blocked this turn. This ability triggers only once each turn.
Whenever Basim Ibn Ishaq deals combat damage to a player, put a +1/+1 counter on it.
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Target creature gets +2/+2 until end of turn. If that creature is attacking, you may attach any number of Equipment you control to it.
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Double strike
As long as it's your turn, other historic creatures you control have double strike.
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.)
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Double strike
As long as it's your turn, other historic creatures you control have double strike.
Disguise
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Double strike
As long as it's your turn, other historic creatures you control have double strike.
Disguise
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Exile target nontoken creature you own and the top two cards of your library in a face-down pile, shuffle that pile, then cloak those cards. They enter the battlefield tapped. (To cloak a card, put it onto the battlefield face down as a 2/2 creature with ward . Turn it face up any time for its mana cost if it's a creature card.)
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Exile target nontoken creature you own and the top two cards of your library in a face-down pile, shuffle that pile, then cloak those cards. They enter the battlefield tapped.
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At the beginning of your precombat main phase, choose one or more —
• Sell Contraband — Create a Treasure token. You lose 1 life.
• Buy Information — Draw a card. You lose 2 life.
• Hire a Mercenary — Create a 3/2 colorless Shapeshifter creature token with changeling. You lose 3 life. (It has every creature type.)
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At the beginning of your precombat main phase, choose one or more —
• Sell Contraband — Create a Treasure token. You lose 1 life.
• Buy Information — Draw a card. You lose 2 life.
• Hire a Mercenary — Create a 3/2 colorless Shapeshifter creature token with changeling. You lose 3 life. (It has every creature type.)
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At the beginning of your precombat main phase, choose one or more —
• Sell Contraband — Create a Treasure token. You lose 1 life.
• Buy Information — Draw a card. You lose 2 life.
• Hire a Mercenary — Create a 3/2 colorless Shapeshifter creature token with changeling. You lose 3 life. (It has every creature type.)
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At the beginning of combat on your turn, creatures you control gain flying until end of turn if a creature card in your graveyard has flying. This same is true for first strike, double strike, deathtouch, hexproof, indestructible, lifelink, menace, reach, trample, and vigilance.
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At the beginning of combat on your turn, creatures you control gain flying until end of turn if a creature card in your graveyard has flying. This same is true for first strike, double strike, deathtouch, hexproof, indestructible, lifelink, menace, reach, trample, and vigilance.
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Freerunning (You may cast this spell for its freerunning cost if you dealt combat damage to a player this turn with an Assassin or commander.)
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: Add .
: Add one mana of any color. Spend this mana only to cast an Assassin spell or a spell that has freerunning, or to activate the ability of an Assassin source.
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: Add .
: Add one mana of any color. Spend this mana only to cast an Assassin spell or a spell that has freerunning, or to activate the ability of an Assassin source.
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When Brotherhood Patriarch dies, each opponent loses 2 life and you gain 2 life.
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Equipped creature has ward , is an Assassin in addition to its other types, and can't be blocked.
Equip legendary creature
Equip : Attach to target creature you control. Equip only as a sorcery.)
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Equipped creature has ward , is an Assassin in addition to its other types, and can't be blocked.
Equip legendary creature
Equip
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At the beginning of combat on your turn, if you control a legendary Assassin, Brotherhood Spy gets +1/+0 until end of turn and can't be blocked this turn.
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Equipment spells you cast cost less to cast.
Equip abilities you activate cost less to activate.
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Equipped creature has lifelink.
As long as you have 30 or more life, equipped creature gets +5/+5 and has indestructible and "Prevent all damage that would be dealt to this creature."
Equip
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Equipped creature has lifelink.
As long as you have 30 or more life, equipped creature gets +5/+5 and has indestructible and "Prevent all damage that would be dealt to this creature."
Equip
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Equipped creature has lifelink.
As long as you have 30 or more life, equipped creature gets +5/+5 and has indestructible and "Prevent all damage that would be dealt to this creature."
Equip
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As an additional cost to cast this spell, discard two cards.
Draw three cards.
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As an additional cost to cast this spell, discard two cards.
Draw three cards.
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Freerunning (You may cast this spell for its freerunning cost if you dealt combat damage to a player this turn with an Assassin or commander.)
Destroy target creature. If another creature died this turn, draw a card.
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Freerunning
Destroy target creature. If another creature died this turn, draw a card.
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Allies — At the beginning of your end step, put a +1/+1 counter on each of up to two other target legendary creatures.
Betrayal — Whenever a legendary creature with counters on it dies, draw a card for each counter on it. You lose 2 life.
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Allies — At the beginning of your end step, put a +1/+1 counter on each of up to two other target legendary creatures.
Betrayal — Whenever a legendary creature with counters on it dies, draw a card for each counter on it. You lose 2 life.
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Allies — At the beginning of your end step, put a +1/+1 counter on each of up to two other target legendary creatures.
Betrayal — Whenever a legendary creature with counters on it dies, draw a card for each counter on it. You lose 2 life.
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Whenever a creature you control deals combat damage to an opponent, you may draw a card.
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Whenever a creature you control deals combat damage to an opponent, you may draw a card.
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As Conspiracy enters the battlefield, choose a creature type.
Creatures you control are the chosen type. The same is true for creature spells you control and creature cards you own that aren’t on the battlefield.
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As Conspiracy enters the battlefield, choose a creature type.
Creatures you control are the chosen type. The same is true for creature spells you control and creature cards you own that aren’t on the battlefield.
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As Conspiracy enters the battlefield, choose a creature type.
Creatures you control are the chosen type. The same is true for creature spells you control and creature cards you own that aren’t on the battlefield.
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As Cover of Darkness enters the battlefield, choose a creature type.
Creatures of the chosen type have fear. (They can’t be blocked except by artifact creatures and/or black creatures.)
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As Cover of Darkness enters the battlefield, choose a creature type.
Creatures of the chosen type have fear.
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As Cover of Darkness enters the battlefield, choose a creature type.
Creatures of the chosen type have fear.
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You may look at the top card of your library any time.
You may play historic lands and cast historic spells from the top of your library. (Artifacts, legendaries, and Sagas are historic.)
: Add .
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You may look at the top card of your library any time.
You may play historic lands and cast historic spells from the top of your library.
: Add .
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You may look at the top card of your library any time.
You may play historic lands and cast historic spells from the top of your library.
: Add .
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Menace
Desmond Miles gets +1/+0 for each other Assassin you control and each Assassin card in your graveyard.
Whenever Desmond Miles deals combat damage to a player, surveil X, where X is the amount of damage it dealt to that player.
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Menace
Desmond Miles gets +1/+0 for each other Assassin you control and each Assassin card in your graveyard.
Whenever Desmond Miles deals combat damage to a player, surveil X, where X is the amount of damage it dealt to that player.
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Menace
Desmond Miles gets +1/+0 for each other Assassin you control and each Assassin card in your graveyard.
Whenever Desmond Miles deals combat damage to a player, surveil X, where X is the amount of damage it dealt to that player.
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Return each nonland permanent that's not historic to its owner's hand. (Artifacts, legendaries, and Sagas are historic.)
History cannot be changed, and the Animus is not kind to those who try.
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Return each nonland permanent that's not historic to its owner's hand.
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Return each nonland permanent that's not historic to its owner's hand.
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Enchant creature
Enchanted creature can't attack or block.
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Freerunning (You may cast this spell for its freerunning cost if you dealt combat damage to a player this turn with an Assassin or commander.)
Create three 1/1 white Human Rogue creature tokens.
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Freerunning
Create three 1/1 white Human Rogue creature tokens.
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Freerunning (You may cast this spell for its freerunning cost if you dealt combat damage to a player this turn with an Assassin or commander.)
Draw three cards.
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At the beginning of your end step, create a Treasure token for each tapped Assassin, Pirate, and/or Vehicle you control.
Whenever a Vehicle you control deals combat damage to a player, look at the top card of that layer's library, then exile it face down. You may play that card for as long as it remains exiled.
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At the beginning of your end step, create a Treasure token for each tapped Assassin, Pirate, and/or Vehicle you control.
Whenever a Vehicle you control deals combat damage to a player, look at the top card of that layer's library, then exile it face down. You may play that card for as long as it remains exiled.
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At the beginning of your end step, create a Treasure token for each tapped Assassin, Pirate, and/or Vehicle you control.
Whenever a Vehicle you control deals combat damage to a player, look at the top card of that layer's library, then exile it face down. You may play that card for as long as it remains exiled.
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At the beginning of your end step, create a Treasure token for each tapped Assassin, Pirate, and/or Vehicle you control.
Whenever a Vehicle you control deals combat damage to a player, look at the top card of that layer's library, then exile it face down. You may play that card for as long as it remains exiled.
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Vigilance (Attacking doesn't cause this creature to tap.)
Haste (This creature can attack as soon as it comes under your control.)
Whenever Eivor, Battle-Ready attacks, it deals damage equal to the number of Equipment you control to each opponent.
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