So over the last few days, I made this set. The core starting idea was to make a set that was thematically built to create a lot of situations involving bluffing, playing around things, mind games, leveraging information, and things like that. The working title in my MSE file is "Sacar, Trickster's Kingdom." That said, I have spent basically NO time thinking about lore/world-building. So below you will find a full 249-card attempt (a standard 269 with 20 basic lands added) at a set, but consider EVERY card name and EVERY creature type to be a placeholder, and every card idea to be a first draft. Please help me make this something great.
There are four new mechanics in the set:
Plot(Create a colorless Plan artifact token with "2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.")
Taunt(This creature must be blocked if able)
Informed — [effect] if/as long as a card has been revealed from a hand or library this turn.
Mystery(At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
Cards with this ability will have an additional ability that interacts with the exiled cards
Anyway, here's the whole set in the spoiler below. Anyone who wants to help with worldbuilding and redesigns is more than welcome. Seriously. I desire help.
All Souls End4WW
Sorcery (R)
Exile all creatures. Until your next turn, your opponents can’t cast creature spells.
Ambushing Defenses1W
Instant (C)
Untap target creature. It can block an additional creature this turn. Informed — If a card has been revealed from a hand or library this turn, that creature gets +2/+2 until end of turn.
Archon of Evaporation5W
Creature — Archon (M)
Vigilance
At the beginning of each player’s upkeep, that player exiles two permanents he or she controls and draws two cards.
4/7
Armorer’s Bluff2W
Sorcery (R)
Draw a card, then choose a number and a card type. Target opponent guesses whether you have the chosen number of cards with the chosen type in your hand, then you reveal your hand. If they guessed wrong, put two +1/+1 counters on each creature you control. Otherwise, that player may put two +1/+1 counters on each creature he or she controls.
Blinding-Light Angel3WW
Creature — Angel (U)
Flying
Whenever Blinding-Light Angel attacks, you may reveal up to two white cards from your hand. Blinding-Light Angel gets +1/+1 until end of turn for each card revealed this way.
3/3
Braced Militia1WW
Creature — Human Soldier (U)
Vigilance Informed — Braced Militia enters the battlefield with a +1/+1 counter on it if a card was revealed from a hand or library this turn.
3/2
Braggard SwordsmanW
Creature — Human Soldier (C)
As an additional cost to cast Braggard Swordsman, reveal two other nonland cards from your hand or pay 1.
2/2
Bright-Eyed Recruiter2W
Creature — Human Soldier (R)
Lifelink
When Bright-Eyed Recruiter enters the battlefield, you may plot. (Create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)
Whenever you sacrifice a plan, create two 1/1 white Soldier creature tokens.
2/2
Capturing Scout2W
Creature — Human Scout (C)
Whenever you cast your first spell in a turn, you may tap target creature.
3/1
Cleric of Hope1W
Creature — Human Cleric (C)
When Cleric of Hope enters the battlefield, look at the top two cards of your library. You may reveal one and gain life equal to its converted mana cost. Then put both back on top in any order.
1/3
Cloud-King Griffin5W
Creature — Griffin (C)
Flying
Whenever a creature enters the battlefield under your control, Cloud-King Griffin gets +1/+1 until end of turn.
3/3
Dreamwing Soldier1W
Creature — Human Soldier (C)
Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
Turn a face-down exiled card with converted mana cost 3 or higher face up: Dreamwing Soldier gains flying and lifelink until end of turn.
2/2
Elspeth, Stalwart Soldier3WW
Planeswalker — Elspeth (M)
Starting Loyalty: 5
+1: Create a 1/1 white Soldier creature token and draw a card.
0: Permanents you control have indestructible until your next turn.
-5: You gain 15 life.
Emboldened Elk1W
Creature — Elk (C) Informed — Emboldened Elk gets +1/+0 as long as a card has been revealed from a hand or library this turn.
2/2
Fogbreach Recruiter2WW
Creature — Human Soldier (R)
Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
Whenever another nontoken creature with power 2 or less enters the battlefield under your control, you may draw a card. 2WW: Put a face-down exiled creature card with power 2 or less onto the battlefield under your control.
2/2
Fully Armed1W
Sorcery (U)
Target creature gets +2/+2 and gains double strike until end of turn. If that creature is equipped, draw a card. If that creature is enchanted, draw a card.
Gilded-Fang PantherW
Creature — Cat (U)
First strike
Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.) W, Turn a face-down exiled enchantment card face up: Put a +1/+1 counter on Gilded-Fang Panther and up to one other target creature.
1/1
Intelligent Lynx3W
Creature — Cat (C) Informed — At the beginning of each end step, if a card has been revealed from a hand or library this turn, you gain 1 life.
3/3
Legion’s ConfidenceW
Enchantment — Aura (C)
Enchant creature
Enchanted creature has first strike and vigilance.
Whenever a creature enters the battlefield, enchanted creature gets +1/+1 until end of turn.
Mirage Hawk1W
Creature — Bird Soldier (R)
Flying
Mirage Hawk gets +1/+2 as long as you control a token.
2/1
Mirage of Guardians2W
Enchantment — Aura (R)
Enchant creature you control
Whenever a creature that’s attacking you becomes blocked by a creature other than enchanted creature, create a token that’s a copy of enchanted creature that’s blocking the first creature. Exile the token at end of combat.
Neutralize the Threat1W
Enchantment — Aura (C)
Enchant creature
Enchanted creature can’t attack or block. Informed — 3W: Return Neutralize the Threat to its owner’s hand. Activate this ability only if a card was revealed from a hand or library this turn.
Plan for the FutureW
Sorcery (C)
Put a +1/+1 counter on up to one target creature.
Scry 1.
Plot. (Create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)
Planned Excision2W
Sorcery (C)
Reveal any number of cards from your hand. Exile target nonland permanent if its converted mana cost is less than or equal to the total converted mana cost of cards revealed this way.
Prepare for BattleW
Sorcery (U)
Reveal the top card of target opponent’s library. If it’s a creature card, create a 2/2 white Knight creature token. Otherwise, you draw a card and gain life equal to twice the revealed card’s converted mana cost.
Prideful Rescuers2W
Creature — Human Scout (U)
When Prideful Rescuers enters the battlefield, you may return another creature you control to its owner’s hand. If you do, put a +1/+1 counter on Prideful Rescuers.
3/2
Proud Aven Scout3W
Creature — Bird Scout (C)
Flying
When Proud Aven Scout enters the battlefield, each player reveals a card from his or her hand. If no other player revealed a card with higher converted mana cost than yours, put a +1/+1 counter on Proud Aven Scout.
2/2
Ring of Salvation1WW
Enchantment (M)
Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
Turn a face-down exiled nonland card face up: Exile target nonland permanent until Ring of Salvation leaves the battlefield if that permanent’s converted mana cost is less than the exiled card’s converted mana cost.
Rune Angel5W
Creature — Angel (U)
Flying
Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
Turn a face-down exiled nonland card face up: Target creature gains indestructible until end of turn if its converted mana cost is less than the exiled card’s converted mana cost.
4/4
Scheming Meditant2W
Creature — Human Monk (C)
Vigilance
When Scheming Meditant enters the battlefield, you may plot. (Create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)
2/3
Send to Sabotage1W
Sorcery (C)
Create a 1/1 white Soldier creature tokens.
Destroy target artifact or enchantment.
Stag of the Holy Altar2W
Creature — Elk (R)
Lifelink
When Stag of the Holy Altar enters the battlefield, return target artifact or enchantment card with converted mana cost 3 or less from any graveyard to the battlefield under your control.
3/2
Stomping Cavalry-Guard1WW
Creature — Human Knight (C)
When Stomping Cavalry-Guard enters the battlefield, untap target nonland permanent.
2/4
Storming VolleyW
Instant (C)
Storming Volley deals 1 damage to target attacking or blocking creature for each spell you’ve cast this turn.
Draw a card.
Surround and DismissW
Instant (U)
Exile target creature that’s blocked by two or more creatures.
Tactical StanceW
Instant (U)
As an additional cost to cast Tactical Stance, sacrifice a Plan or pay 2.
Creatures you control get +1/+1 until end of turn.
Thoughtful Defender1W
Creature — Human Soldier (U)
Prevent all noncombat damage that would be dealt to Thoughtful Defender.
Whenever one or more creatures you control block, you may plot. (Create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)
2/2
Toppling Judgment2WW
Sorcery (U)
Toppling Judgment costs 2 less to cast if its target has the greatest power among creatures on the battlefield.
Exile target creature.
Tower Keep3W
Enchantment (U)
Untapped creatures you control get +1/+1.
Tuskmage Heirophant4W
Creature — Elephant Cleric (C) 1W, T, Reveal a noncreature, nonland card from your hand: Put a +1/+1 counter on target creature, put the revealed card on the bottom of your library, then draw a card.
3/5
Welcoming Giant4W
Creature — Giant (R)
At the beginning of your upkeep, scry 1, then you may reveal the top card of your library. If a nonland permanent card with converted mana cost 2 or less is revealed this way, put it onto the battlefield.
4/4
Astral FormU
Sorcery (C)
Until end of turn, target creature gains flying and becomes a Spirit with base power and toughness 1/1.
Avenged Aven3U
Creature — Bird Warrior (C)
Flying
When Avenged Aven dies, you may plot. (Create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)
3/2
Barter in Loyalties4U
Sorcery (U)
Exchange control of target creature you control and target creature an opponent controls. Informed — If a card was revealed from a hand or library this turn, you gain control of an additional permanent that opponent controls of his or her choice.
Beloved Scholar1U
Creature — Human Wizard (C)
Hexproof
When Beloved Scholar enters the battlefield, each player may draw a card.
2/2
Bide Time2U
Instant (U)
Put target spell on top of its owner’s library.
Plot. (Create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)
Boastful Battlemage2U
Creature — Human Soldier Wizard (U)
As an additional cost to cast Boastful Battlemage, reveal an instant or sorcery card from your hand or pay 2.
3/4
Cloudstrike Sphinx3UU
Creature — Sphinx (R)
Flying
Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
Turn a face-down exiled nonland card face up: Counter target spell if it has the same converted mana cost as the exiled card. Activate this ability only once each turn.
5/4
Devious Foresight1U
Enchantment — Aura (C)
Enchant creature
When Devious Foresight enters the battlefield, you may draw a card.
Whenever enchanted creature deals combat damage to a player, you may plot. (Create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)
Dizzying Mage2U
Creature — Human Wizard (R)
Whenever you cast a spell, you may choose new targets for another target spell or ability.
2/2
Drake Revelations2UU
Sorcery (R)
Create two 2/2 blue Drake creature tokens with flying. Informed — 2UU: Return Drake Revelations from your graveyard to your hand. Activate this ability only if a card was revealed from a hand or library this turn.
Drake-Back Blackmailer4UU
Creature — Human Rogue (U)
Flying
At the beginning of each opponent’s upkeep, that player may put a +1/+1 counter on Drake-Back Blackmailer. If he or she doesn’t, reveal the top card of that player’s library. You may put that card on the bottom of that player’s library.
4/3
Dreamland Geist3U
Creature — Spirit (C)
Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.) 1U, Turn a face-down exiled nonland card face up: Target nonland permanent doesn’t untap during its controller’s next untap step if its converted mana cost is less than the exiled card’s converted mana cost.
2/4
Expendable Thief3U
Creature — Human Rogue (C)
When Expendable Thief enters the battlefield, you may plot. (Create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)
When Expendable Thief dies, you may return target instant or sorcery card from your graveyard to your hand.
2/2
Foiled Schemes1U
Instant (C)
Target spell’s controller reveals his or her hand. Counter that spell unless its controller pays 1 for each card revealed this way that shares a type with it.
Gleeful Trickster2U
Creature — Human Rogue (U)
Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.) U, Turn a face-down exiled permanent card face up: Tap target permanent that shares a type with the exiled card.
2/3
Greedy Spy2U
Creature — Human Rogue (U)
When Greedy Spy enters the battlefield, target player reveals his or her hand. Informed — Whenever Greedy Spy deals combat damage to a player, if a card has been revealed from a hand or library this turn, you may draw a card.
2/2
Insidious Mimicry3U
Instant (R)
Copy target instant or sorcery spell X times, where X is the number of spells target opponent has cast this turn. You may choose new targets for each copy.
Lost-Trail Scout1U
Creature — Human Scout (C)
Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.) T, Turn a face-down exiled land card face up: Untap target land.
1/3
Minister of Forgetfulness2U
Creature — Human Advisor (C) Informed — At the beginning of each end step, if a card was revealed from a hand or library this turn, target player puts the top two cards of his or her library into his or her graveyard.
2/2
Mysterious Gifts3U
Sorcery (U)
Reveal the top four cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and exile the other face down. You may look at those cards as long as they’re exiled.
Obfuscation Adept1U
Creature — Merfolk Wizard (U)
Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.) T, Turn a face-down exiled card face up: Target creature gets -X/-0 until end of turn, where X is the exiled card’s converted mana cost.
1/3
Paralyzing Anxiety2U
Instant (C)
As an additional cost to cast Paralyzing Anxiety, reveal another instant or sorcery card from your hand or pay U.
Tap up to two target creature. Those creatures don’t untap during their controller’s next untap step.
Perceptive Serpent5U
Creature — Leviathan (C)
Perceptive Serpent costs 2 less to cast as long as an opponent cast a spell this turn. Informed — Perceptive Serpent can’t attack unless a card was revealed from a hand or library this turn.
5/6
Pestering Pixies1U
Creature — Faerie (C)
Flying
When Pestering Pixies enters the battlefield, you may tap or untap target nonland permanent.
2/1
Port Wreckage Sea-Snake4U
Creature — Serpent (C)
When Port Wreckage Sea-Snake enters the battlefield, choose one —
- Draw a card.
- Reveal the top two cards of your library and put them into your hand, then discard a card.
3/3
Ransom for Information1U
Enchantment — Aura (C)
Enchant creature
At the beginning of enchanted creature’s controller’s upkeep, that player may reveal his or her hand and the top card of his or her library. If that player doesn’t, tap enchanted creature.
Researcher’s Bluff2U
Sorcery (R)
Draw a card, then choose a number and a card type. Target opponent guesses whether you have the chosen number of cards with the chosen type in your hand, then you reveal your hand. If they guessed wrong, draw three cards. Otherwise, that player may draw three cards.
Sapphire-Eye CrabU
Creature — Crab (C)
When Sapphire-Eye Crab enters the battlefield, you may scry 1.
1/2
Sealed Fates2U
Enchantment (C)
Whenever one or more creatures you control deal combat damage to an opponent, you may look at the top two cards of that player’s library. Put any number of them on the bottom of that player’s library, and the rest on top in any order.
Sebasta, Lord of Denial3U
Legendary Creature — Merfolk Advisor (M)
Your opponents play with their hands and top the card of their libraries revealed.
Your opponents can’t play cards that share a type with the top card of their library.
3/4
Shapeshifter’s Power1U
Enchantment — Aura (R)
Enchant creature 1U: Enchanted creature becomes a copy of target creature until end of turn. 1U: Target creature becomes a copy of enchanted creature until end of turn.
Shrug Away2U
Sorcery (C)
Return target nonland permanent to its owner’s hand. Informed — If a card was revealed from a hand or library this turn, you may put it on the top of its owner’s library instead.
Talented Mage2U
Creature — Human Wizard (C)
Prowess
2/3
Temporal Trickery2UUU
Sorcery (M)
Target player takes an extra turn after this one. You gain control of that player during that turn. Exile Temporal Trickery.
Tideflow Mage3U
Creature — Merfolf Wizard (U)
Whenever Tideflow Mage or another creature enters the battlefield under your control, creatures target player controls get -1/-0 until end of turn.
3/2
Tireless Schemer2U
Creature — Human Rogue (R)
Whenever you cast a spell at a time a sorcery could have been cast, you may plot. (Create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)
Whenever you cast a noninstant spell at a time a sorcery could not have been cast, you may draw a card.
2/3
Tower AviaryU
Enchantment (U) 2U, Discard a card: Create a 1/1 blue Bird creature token with flying.
Unknown Failings3UU
Instant (R)
Exile all other spells face down. You may look at them as long as they’re exiled.
Draw a card.
Urgent Interruption2UU
Instant (C)
Counter target spell. If that spell was the second spell cast this turn, draw a card.
Winds of Reclamation3U
Instant (U)
Return up to one target creature with converted mana cost 3 or less to its owner’s hand.
Return up to one target instant or sorcery card with converted mana cost 3 or less from a graveyard to its owner’s hand.
Admiration of the Dead2B
Enchantment — Aura (U)
Enchant creature
Enchanted creature gets +1/+0.
Whenever enchanted creature deals combat damage to a player, create a 2/2 black Zombie creature token.
Alley-Dash Brigand2B
Creature — Human Rogue (C) Informed — Alley-Dash Brigand gets +1/+0 and has menace as long as a card was revealed from a hand or library this turn.
2/3
Assassin’s Lynx1B
Creature — Cat (C)
When Assassin’s Lynx enters the battlefield, target creature gains deathtouch until your next turn.
2/2
Assertive EdictB
Sorcery (U)
As an additional cost to cast Assertive Edict, reveal two other nonland cards from your hand and pay life equal to their total converted mana cost, or pay 2.
Target player sacrifices a creature.
Awaiting Imp1B
Creature — Imp (U)
Flying Informed — Awaiting Imp gets +2/+0 as long as a card was revealed from a hand or library this turn.
1/2
Bloodveil Informant1B
Creature — Human Mercenary (R)
Deathtouch
Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
Whenever another nontoken creature you control dies, you may pay 1 life. If you do, you may put a face-down exiled card you own into your hand.
2/2
Boneyard’s Beloved1B
Creature — Skeleton (C)
When Boneyard’s Beloved dies, you may reveal the top card of your library. If a creature card is revealed this way, return Boneyard’s Beloved to its owner’s hand.
2/1
Brutalist Troop2B
Creature — Human Mercenary (C)
Whenever a creature enters the battlefield under your control, Brutalist Troop gets +1/+0 until end of turn.
3/2
Burrowed Vermin1B
Creature — Rat (C)
When Burrowed Vermin enters the battlefield, target opponent reveals his or her hand. That player loses 1 life for each land card revealed this way.
1/1
Complete Downfall4B
Sorcery (R)
Destroy up to one target creature and up to one target planeswalker.
Deliberate Extortion1B
Enchantment (U)
When Deliberate Extortion enters the battlefield, you may plot. (Create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)
Whenever you sacrifice a Plan, target player loses 1 life and you gain 1 life.
Demon of Unfair Ends4BB
Creature — Demon (M)
Flying, trample
When Demon of Unfair Ends enters the battlefield, you may sacrifice any number of creatures, then each opponent who controls more creatures than you sacrifices a number of creatures equal to the difference.
Whenever you sacrifice a permanent, you may scry 1.
5/5
Deviant’s Sacrament2B
Sorcery (R)
Search target player’s library for up to three cards and exile them face down, then shuffle that player's library. You may look at the exiled cards as long as they’re exiled.
Dreaded Anticipation1B
Sorcery (U)
Target creature gets -2/-2 until end of turn.
Scry 2.
Grim Manifestation3B
Instant (U)
Reveal the top four cards of target opponent’s library. Create an X/X black Horror creature token, where X is the highest converted mana cost among cards revealed this way, then put the revealed cards on the bottom of their owner’s library in random order.
Inner Turmoil2B
Instant (U)
Target creature deals damage to itself equal to its power.
Intimidating Shadow3BB
Creature — Wraith (C)
5/4
Jabbing ScorpionB
Creature — Scorpion (C)
Jabbing Scorpion enters the battlefield tapped.
When Jabbing Scorpion enters the battlefield, target creature gets -1/-1 until end of turn.
1/1
Necromancer’s Bluff2B
Sorcery (R)
Draw a card, then choose a number and a card type. Target opponent guesses whether you have the chosen number of cards with the chosen type in your hand, then you reveal your hand. If they guessed wrong, you may return a creature card from any graveyard to the battlefield under your control. Otherwise, that opponent may return a creature card from any graveyard to the battlefield under his or her control.
Nightwing Drake2B
Creature — Drake (C)
As an additional cost to cast Nightwing Drake, reveal two other black cards from your hand or pay 2.
Flying
4/2
Noxious Grubling1B
Creature — Goblin Shaman (U)
Whenever you cast a spell that targets a creature, you may have that creature get -1/-1 until end of turn.
2/1
Oath of the Magus3B
Enchantment (M)
At the beginning of your upkeep, you draw a card and lose 1 life. 3B, Sacrifice Oath of the Magus: Two target players exchange life totals.
OstracizeB
Sorcery (C)
Target opponent reveals his or her hand. You choose a creature card from it. That player discards that card.
Painful Lapse4B
Sorcery (C)
Destroy target creature. If it’s tapped, its controller discards a card at random.
Pernicious Assassin2B
Creature — Human Assassin (U)
When Pernicious Assassin enters the battlefield, you may plot. (Create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)
Whenever a creature enters the battlefield under your control, Pernicious Assassin gets +0/+2 and gains deathtouch until end of turn.
2/2
Reckless Mercenaries3B
Creature — Elf Mercenary (U)
Taunt (This creature must be blocked if able.) 1B, Sacrifice a creature: Reckless Mercenaries gains menace until end of turn.
4/1
Sanguine Strength1B
Instant (C)
Target creature gets +2/+1 and gains lifelink until end of turn.
Second-Soul Wraith3B
Creature — Wraith (C)
Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
Whenever Second-Soul Wraith attacks, you may turn a face-down exiled creature card face up. If you do, Second-Soul Wraith gets +1/+0 and gains menace until end of turn.
4/3
Shady Lessons2B
Sorcery (C)
Look at the top two cards of your library, then choose one —
- You draw two cards and lose 2 life.
- Reveal those cards, then put one into your hand and the other into your graveyard.
Sinister Bloodseeker3B
Creature — Vampire Rogue (C)
Whenever a creature dealt combat damage by Sinister Bloodseeker this turn dies, you may plot. (Create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)
3/3
Sinister Skeleton3B
Creature — Skeleton (R)
When Sinister Skeleton or another creature you control dies, you may plot. (Create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”) BB, Sacrifice a Plan: Return Sinister Skeleton from your graveyard to the battlefield tapped.
3/2
Sinkhole Shaman2B
Creature — Human Shaman (U)
Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
Turn a face-down exiled land card face up: Target attacking creature gets -0/-1 until end of turn.
3/2
Stormcloud Nuisance1B
Creature — Imp (C)
Flying
Taunt (This creature must be blocked if able.)
1/1
Thoughtseizing Specter2BB
Creature — Specter (R)
Flying
Whenever Thoughtseizing Specter deals combat damage to a player, you may pay 2 life. If you do, that player reveals his or her hand. You choose a nonland card from it. That player discards that card.
4/2
Tortured by SecretsB
Enchantment — Aura (C)
Enchant creature
Enchanted creature gets -1/-1. Informed — Enchanted creature gets an additional -2/-2 as long as a card was revealed from a hand or library this turn.
Unknown Erasure1B
Instant (C)
Exile up to three cards from a single graveyard face down. You may look at them as long as they’re exiled.
Draw a card.
Unsettle the Dead1B
Sorcery (C)
Return target creature card from your graveyard to your hand. Informed — Create a 2/2 black Zombie creature token if a card was revealed from a hand or library this turn.
Wave of Undeath2B
Instant (R)
Whenever a creature you control dies this turn, return it to the battlefield with a +1/+1 counter on it at the beginning of the next end step.
Weaver of Misfortunes2B
Creature — Human Shaman (C)
When Weaver of Misfortunes enters the battlefield, choose one —
- Target opponent loses 2 life and you gain 2 life.
- Plot. (Create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)
1/4
Witches of the Cauldron1BB
Creature — Human Shaman (R)
Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.) 3, Turn three face-down exiled cards that share no types face up: Destroy target creature.
3/3
Battlefield ManipulationX1R
Sorcery (U)
Up to X target creatures gains taunt until end of turn. (They must be blocked if able.)
Up to X target creatures can’t block this turn.
Become Brutal1R
Enchantment — Aura (U)
Enchant creature
Enchanted creature gets +3/+3. 2R: Enchanted creature gains trample until end of turn.
Blade-Toss Warrior1R
Creature — Human Warrior (C)
Whenever Blade-Toss Warrior or another creature enters the battlefield under your control, target creature gains first strike until end of turn.
2/2
Bloodbrained Giant4R
Creature — Giant (C)
When Bloodbrained Giant enters the battlefield, if an opponent was dealt damage this turn, choose one —
- Put a +1/+1 counter on Bloodbrained Giant.
- Plot. (Create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)
4/4
Breath of War3R
Enchantment — Aura (R)
Enchant creature you control
Whenever enchanted creature attacks, attacking creatures you control get +2/+0 until end of turn.
When enchanted creature deals combat damage to a player, you may sacrifice Breath of War. If you do, untap all creatures you control and after this phase, there is an additional combat phase.
Brutal Compatriot1R
Creature — Human Warrior (U)
Whenever Brutal Compatriot attacks, if it isn’t attacking alone, target creature gets +1/+0 and gains menace until end of turn.
2/2
Brutal Decoy1R
Creature — Human Scout (U)
Taunt (This creature must be blocked if able.)
Whenever one or more creatures you control deal combat damage to a player, put a +1/+1 counter on Brutal Decoy.
1/1
Bullying Hoard1R
Creature — Goblin (C)
Taunt (This creature must be blocked if able.)
Bullying Hoard can’t attack alone.
3/2
Burning Ideals3R
Sorcery (U)
Burning Ideals deals X damage divided as you choose among any number of target creatures, where X is twice the total number of cards in all players’ hands.
Conduit Battlemage2R
Creature — Human Warrior Wizard (R)
Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
You may cast face-down exiled Aura, instant, and sorcery cards targeting Conduit Battlemage without paying their mana costs.
3/2
Cunning Sparksnapper2R
Creature — Goblin Shaman (U)
Haste
Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.) R, T, Turn a face-down exiled instant or sorcery card face up: Cunning Sparksnapper deals 3 damage to target creature or player.
2/1
Dack the Spiteful3R
Planeswalker — Dack (M)
Starting Loyalty: 4
+1: Discard two cards. If you do, draw three cards.
-3: Untap target creature and gain control of it until end of turn. That creature gains haste until end of turn.
-8: Target player gets an emblem with “Whenever a source you control deals damage, this emblem deals that much damage to you.”
Dire Malfunction1R
Enchantment — Aura (C)
Enchant artifact
At the beginning of its controller’s end step, enchanted artifact deals damage to its controller equal to its converted mana cost.
Enchanted artifact has “4, Sacrifice this artifact: This artifact deals 1 damage to each creature you control.”
Draconic BlazeXR
Sorcery (R)
Draconic Blaze deals X damage to target creature or player.
If X is 6 or more, create a 4/4 red Dragon creature token with flying.
Earthshed Adept1RR
Creature — Human Shaman (U) T: Reveal your hand. If only land cards are revealed this way, discard your hand, then draw that many cards.
3/3
Empty the Workshop3R
Sorcery (C)
Choose one —
- Create three 1/1 red Goblin creature tokens.
- Create a 3/3 colorless Golem artifact creature token.
Fair Fight1R
Instant (U)
Destroy all Equipment attached to each of two target creatures, then those creatures fight.
Frazzling Weird3R
Creature — Weird (C)
Whenever you cast a spell, you may switch Frazzling Weird’s base power and toughness until end of turn.
4/2
Grubling FiredancerR
Creature — Goblin Shaman (R)
Whenever an instant or sorcery spell you control deals damage, put a +1/+1 counter on Grubling Firedancer.
When Grubling Firedancer dies, it deals damage equal to its power to target creature or player.
1/1
Inconceivable RageR
Enchantment — Aura (C)
Enchant creature
Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
Turn a face-down exiled nonland card face up: Enchanted creature gets +X/+0 until end of turn, where X is the exiled card’s converted mana cost. Activate this ability only once each turn.
Lightning Beast4R
Creature — Elemental Beast (M)
Creatures you control have haste and trample.
When Lightning Beast dies, create two 3/1 Elemental creature tokens with haste and trample.
5/3
Nimble Teacher2R
Creature — Human Warrior (C)
Prowess
Whenever you cast a noncreature spell, another target creature you control gets +1/+1 until end of turn.
1/1
Preemptive War Cry1R
Sorcery (C)
Creatures you control get +1/+0.
Draw a card.
Pyromancer’s Bluff2R
Sorcery (R)
Draw a card, then choose a number and a card type. Target opponent guesses whether you have the chosen number of cards with the chosen type in your hand, then you reveal your hand. If they guessed wrong, Pyromancer’s Bluff deals 3 damage to that player and each creature he or she controls. Otherwise, it deals 3 damage to you and each creature you control.
Ransacker GrublingR
Creature — Goblin Shaman (C)
Whenever Ransacker Grubling deals combat damage to a player, you may discard a card. If you do, draw a card.
1/1
Riddle of Flame3RR
Instant (C)
Scry 3, then reveal the top card of your library. Riddle of Flame deals damage equal to that card’s converted mana cost to target creature.
Rod-Tail Predator5R
Creature — Lizard (C)
Whenever Rod-Tail Predator becomes the target of a spell, it gets +1/+1 and gains trample until end of turn.
4/4
Rough-Ridge Snapper2R
Creature — Beast (C)
Whenever Rough-Ridge Snapper attacks, you may pay R. If you do, target creature can’t block this turn.
3/2
Rude Stomper4R
Creature — Giant (U)
Taunt (This creature must be blocked if able.)
4/4
Scatterspark2R
Sorcery (C)
Scatterspark deals 2 damage to target player and 2 damage divided as you choose among one or two target creatures that player controls.
Scorchseeker’s Charm1R
Instant (U)
Choose one —
- Scorchseeker’s Charm deals 2 damage to target creature.
- Two target lands don’t untap during their controller’s next untap step.
- Scry 2.
Seismic Sphere1R
Enchantment (R)
Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.) R, Turn a face-down exiled land card face up: Seismic Sphere deals 1 damage to each creature without flying and each player.
Shouting Battlemage3R
Creature — Human Warrior Wizard (C)
Prowess
Taunt (This creature must be blocked if able.)
2/2
Shrieking Rummager1R
Creature — Goblin Barbarian (C)
When Shrieking Rummager enters the battlefield, discard a card. If you do, draw a card.
3/1
Splintering RageRR
Instant (M)
Create a token that’s a copy of target attacking creature.
Splitsword Maneuver1R
Instant (C)
Target creature gets +2/+0 until end of turn.
Target creature gains first strike until end of turn.
Swooping Hellkite4RR
Creature — Dragon (R)
Flying
Taunt (This creature must be blocked if able.)
Whenever Swooping Hellkite attacks, you may have it get +2/+2 and lose flying until end of turn.
6/6
Towerside Spider2R
Creature — Spider (C)
Reach
Spells you cast that target a creature with flying cost you 1 less to cast.
2/2
Vindictive Smasher3R
Creature — Beast (U)
When Vindictive Smasher enters the battlefield, choose one —
- Destroy target artifact.
- Plot. (Create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)
4/3
Warfield Diverter2R
Creature — Human Scout Warrior (C)
Haste
Taunt (This creature must be blocked if able.)
1/3
Zealous Disloyalty2RR
Sorcery (U)
Gain control of target creature until end of turn. Untap that creature. It gets +2/+1 and gains haste until end of turn.
Arboreal DecoyG
Creature — Treefolk (C)
Taunt (This creature must be blocked if able.) 3G: Arboreal Decoy gets +2/+2 until end of turn.
0/1
Beastmaster’s Finest3GG
Creature — Beast (C)
Whenever Beastmaster’s Finest attacks, if it isn’t attacking alone, it gains trample until end of turn.
5/5
Bestower of Confidence2G
Creature — Human Monk (U)
When Bestower of Confidence enters the battlefield, choose one —
- Target creature gets +2/+2 and gains vigilance until end of turn.
- Plot. (Create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)
2/3
Blossoming Force2G
Instant (U)
Untap up to two target creatures, then choose one —
- Each of those creatures gets +1/+1 until end of turn.
- Create two 1/1 green Saproling creature tokens.
Broadweb Spider3G
Creature — Spider (C)
Reach
When Broadweb Spider enters the battlefield, if a creature with flying is on the battlefield, you may plot. (Create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)
1/6
Cartographer’s Bluff2G
Sorcery (R)
Draw a card, then choose a number and a card type. Target opponent guesses whether you have the chosen number of cards with the chosen type in your hand, then you reveal your hand. If they guessed wrong, search your library for up to two land cards and put them onto the battlefield, then shuffle your library. Otherwise, that opponent may search his or her library for up to two land cards and put them onto the battlefield, then shuffle his or her library.
Chorus of Life1G
Sorcery (C)
Reveal the top four cards of your library, then choose one —
- Put a creature card from among them into your hand, then put the rest into your graveyard.
- You gain 2 life for each land card revealed this way, then put those cards on the bottom of your library in any order.
Clever Shepherd3G
Creature — Human Citizen (R)
Taunt (This creature must be blocked if able.)
When Clever Shepherd enters the battlefield, create a 1/1 white Sheep creature token.
Whenever one or more creatures you control with power 1 deal combat damage to a player, you may draw a card.
3/3
Crown of Allure1G
Enchantment — Aura (C)
Enchant creature
Enchanted creature gets +1/+2 and has taunt. (It must be blocked if able.)
Earth-Fated Warrior1GG
Creature — Human Warrior (U)
Taunt (This creature must be blocked if able.)
Discard two land cards: Earth-Fated Warrior gains indestructible until end of turn.
3/2
Earthformed Ravager4G
Creature — Elemental (U)
Taunt (This creature must be blocked if able.)
When Earthformed Ravager dies, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle your library.
3/4
Encompassing Ooze2GG
Creature — Ooze (M)
Taunt (This creature must be blocked if able.)
Whenever another creature enters the battlefield or dies, put a +1/+1 counter on Encompassing Ooze.
When Encompassing Ooze dies, you gain life equal to its toughness.
3/3
Envious Elephant3G
Creature — Elephant (C)
Whenever an opponent draws a card, Envious Elephant gets +1/+1 until end of turn.
4/3
Fogfield Protector5G
Creature — Giant (R)
Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
Turn a face-down exiled land card face up: Target permanent gains indestructible until end of turn. If no lands have entered the battlefield this turn, you may put the exiled land card onto the battlefield.
6/7
Gambler’s Haze2G
Instant (C)
Reveal the top two cards of your library. If they share a card type, prevent all combat damage that would be dealt by creatures your opponent’s control this turn. Otherwise, prevent all combat damage that would be dealt by all creatures this turn.
Glorious Smackdown3G
Sorcery (C)
Destroy target creature with flying.
Draw two cards.
Herald the Champion2G
Sorcery (M)
Cast Herald the Champion only if an opponent cast a spell this turn.
Put a creature card from your hand onto the battlefield.
Herd Patriarch5GG
Creature — Beast (U)
When Herd Patriarch dies, create a 3/3 green Beast creature token and you gain 3 life.
7/7
Mysterious Awakenings1G
Enchantment (U)
Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.) G, Turn a face-down exiled land card face up: Target land you control becomes a 3/3 green Elemental creature. It’s still a land.
Plant The Seeds1G
Sorcery (C)
Search your library for a basic land card, reveal it, then choose one —
- Put it onto the battlefield tapped, then shuffle your library.
- Put it into your hand, shuffle your library, then plot. (Create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)
Pleased Cartographer3G
Creature — Human Scout (C)
When Pleased Cartographer enters the battlefield, if you control six or more lands, you may scry 3.
2/4
Prowling DruidGG
Creature — Cat Druid (R)
Whenever a creature or creature spell you control becomes the target of a spell an opponent controls, put a +1/+1 counter on Prowling Druid and draw a card.
2/2
Reshape the Runes2G
Sorcery (C)
Destroy up to one target artifact and up to one target enchantment.
Put a +1/+1 counter on each of up to two target creatures.
Rootform2G
Enchantment — Aura (R)
Enchant creature
Enchanted creature is a 4/4 green Treefolk creature with no abilities.
Sacrifice a Forest: Return Rootform from your graveyard to the battlefield.
Scrappy BrawlG
Instant (C)
Target creature you control with power 2 or less fights another target creature.
Seamless ProtectionG
Instant (U)
Target creature you control gains hexproof until end of turn.
Draw a card.
Sense of StrengthG
Enchantment — Aura (U)
Enchant creature
Enchanted creature has vigilance.
Whenever enchanted creature deals combat damage to a player, you may put a +1/+1 counter on target creature.
Shinescale Wurm5G
Creature — Wurm (U)
When Shinescale Wurm enters the battlefield, you may plot. (Create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)
Shinescale Wurm has hexproof as long as you control no Plans.
5/5
Shroud-Claw Baloth3G
Creature — Beast (U)
Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
Turn a face-down exiled creature card face up: Shroud-Claw Baloth gets +1/+1 and gains trample until end of turn.
4/3
Sight-Set Wurm4GG
Creature — Wurm (R)
Trample
Taunt (This creature must be blocked if able.)
Whenever Sight-Set Wurm deals combat damage to a player, you may put a +1/+1 counter on it.
6/6
Soulseed Druid1G
Creature — Human Druid (C)
Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
Turn two face-down exiled land cards face up: Create a 1/1 green Saproling creature token.
1/3
Spurred Bear2G
Creature — Bear (C)
Spurred Bear gets +1/+0 as long as it has been the target of an ability this turn.
3/2
Steelsniffer1G
Creature — Hound (U)
Vigilance
Steelsniffer gets +1/+1 as long as another creature on the battlefield is equipped.
2/2
Trickster’s Utopia2G
Enchantment — Aura (R)
Enchant land
Whenever enchanted land becomes tapped, add one mana of any color to your mana pool.
Whenever enchanted land becomes untapped, you may plot. (Create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)
Unnatural Schemes2G
Sorcery (U)
You may plot for each artifact and/or enchantment permanent on the battlefield, then destroy target artifact or enchantment. (To plot, create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)
Vengeant Arbor2G
Creature — Treefolk (C)
When Vengeant Arbor enters the battlefield, if an opponent cast a spell this turn, choose one —
- Put a +1/+1 counter on Vengeant Arbor.
- Create a 1/1 green Saproling creature token.
3/3
Venom Vendor2G
Creature — Human Advisor (C)
Whenever Venom Vendor or another creature enters the battlefield under your control, target creature gains deathtouch until end of turn.
2/3
Warded Wurm6G
Creature — Wurm (C)
Whenever the second spell of a turn is cast, Warded Wurm gains hexproof until end of turn.
6/6
Warmonger Vitalist1G
Creature — Elf Druid (C)
Whenever an opponent is dealt combat damage, untap Warmonger Vitalist. T: Add G to your mana pool.
1/2
Wurm Upheaval7G
Instant (R)
Create a 6/6 green Wurm creature token for each spell target opponent has cast this turn.
Yelping Hounds1G
Creature — Hound (C)
Taunt (This creature must be blocked if able.)
2/2
Battlefield Awakener1GW
Creature — Human Druid (U)
Whenever Battlefield Awakener blocks or becomes blocked, untap all lands you control.
3/3
Bloodfur BoarRG
Creature — Boar (U)
Trample
Whenever an opponent is dealt combat damage, put a +1/+1 counter on Bloodfur Boar.
2/2
Cleric of Life’s Gate2WB
Creature — Spirit Cleric (U)
Whenever another creature enters the battlefield under your control, you may have target creature get -1/-1 until end of turn.
2/4
Devara, Valiant Protector1GW
Legendary Creature — Elf Warrior (M)
Flash
Vigilance
When Devara, Valiant Protector enters the battlefield, put a +1/+1 counter on each creature you control that’s blocking or blocked.
4/3
Emboldened Mugger1UB
Creature — Human Rogue (U)
Deathtouch
When Emboldened Mugger enters the battlefield, target opponent may discard any number of cards, then you put a +1/+1 counter on Emboldened Mugger for each card in that player’s hand.
1/4
Evolution MageGU
Creature — Human Druid Wizard (U)
Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.) T, Turn a face-down exiled creature card face up: Put a +1/+1 counter on each creature you control if it has lesser power or toughness than the exiled card.
2/2
Hofus, Dack’s Beast3RG
Legendary Creature — Beast (R)
Whenever Hofus, Dack’s Beast attacks, gain control of target creature defending player controls until end of turn. When you do, it becomes tapped and attacking.
5/4
Mixomorph2UR
Sorcery (R)
As an additional cost to cast Mixomorph, sacrifice a creature.
Destroy target creature, then you and that opponent each reveal cards from the top of your librares until you’ve each revealed a creature card. Each of you puts that card onto the battlefield under the other player’s control, then shuffles all other cards revealed this way into your respective libraries.
Rageful Behemoth3BR
Creature — Giant (U)
Whenever an opponent activates an ability of a permanent, if it isn’t a mana abilitiy, Rageful Behemoth deals 1 damage to him or her.
5/5
Shadow-Grove Keeper2BG
Creature — Treefolk (U)
When Shadow-Grove Keeper enters the battlefield, search your library for a basic land card, reveal it, put it into your hand, then shuffle your library.
Whenever you play a land card from your hand, you may plot. (Create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)
3/3
SkittermageUR
Creature — Lizard Wizard (U)
Prowess 1UR: Return Skittermage to its owner’s hand.
2/2
Skysong Revenant1WU
Creature — Bird Cleric (U)
Flying
Whenever Skysong Revenant deals combat damage to a player, you gain 2 life for each card in that player’s hand.
2/3
Trash-Talking Cavalry1RW
Creature — Goblin Knight (U)
First strike
Taunt (This creature must be blocked if able.)
4/2
Xavin, Corrupted Judge1WB
Legendary Creature — Human Advisor (R)
Whenever an opponent casts a spell, untap Xavin, Corrupted Judge. 2, T: Until end of turn, target creature can’t attack or block and its abilities can’t be activated. Its controller loses 1 life and you gain 1 life.
2/2
Yardos, Tower’s Trickster2UB
Planeswalker — Yardos (M)
Starting Loyalty: 2
+2: Exile a card at random from target player’s hand face down until Yardos, Tower’s Trickster leaves the battlefield. You can look at it at as long as it’s exiled.
-1: Target creature can’t be blocked this turn and gains lifelink until end of turn.
-9: You get an emblem with “At the beginning of your end step, you gain control of target opponent during that player’s next turn. After that turn, that player takes an extra turn.”
Aggressor’s Spyglass2
Artifact — Equipment (C)
Equipped creature gets +1/+1.
Whenever equipped creature deals combat damage to a player, that player reveals the top card of his or her library.
Equip 1
Golem of the Mines4
Artifact Creature — Golem (R)
Golem of the Mines’s power and toughness are each equal to the total number of cards in all player’s hands.
At the beginning of each player’s upkeep, that player draws a card.
*/*
Heavy Legion Golem6
Artifact Creature — Golem (U)
Whenever you cast a creature spell with converted mana cost 3 or greater, put a +1/+1 counter on Heavy Legion Golem.
4/4
Honed Runeblade2
Artifact — Equipment (U)
Equipped creature has first strike.
Whenever a player casts a spell, equipped creature gets +1/+1 until end of turn.
Equip 1
Idealist’s Prism3
Artifact (U)
Informed — At the beginning of each end step, if a card was revealed from a hand or library this turn, put a light counter on Idealist’s Prism. T: Add C to your mana pool. T, Remove a light counter from Idealist’s Prism: Add one mana of any color to your mana pool. You gain 1 life.
Insulting Mask1
Artifact — Equipment (C)
Equipped creature has taunt. (It must be blocked if able.)
Equip 3
Intel Thopter2
Artifact Creature — Thopter (U)
Flying
Whenever Intel Thopter deals combat damage to a player, you may sacrifice it. If you do, draw two cards, then discard a card.
1/1
Magician’s Mirror4
Artifact (M) 0: Each of two target creatures you control becomes a copy of the other until end of turn.
Mimic’s Mask3
Artifact — Equipment (R)
Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
Turn a face-down exiled creature card face up: Equipped creature becomes a copy of that card until end of turn.
Equip 1
Mysterious Totem3
Artifact (U)
Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.) T, Exile two cards from your hand face down: Put a face-down exiled card you own into your hand. You may look at cards exiled to activate this ability for as long as they’re exiled.
Painter’s Shield1
Artifact — Equipment (U)
Equipped creature gets +0/+3 and has “T: Add one mana of any color to your mana pool.”
Equip 2
Schemer’s Bauble3
Artifact (C)
Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
Sacrifice Schemer’s Bauble: Shuffle any number of face-down exiled cards you own into your library, then draw a card.
Schemer’s Tome3
Artifact (U)
When Schemer’s Tome enters the battlefield, you may plot. (Create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”) 4, T: Draw a card. T, Sacrifice a Plan: Draw a card.
Shackles of the Aimless3
Artifact (R)
Players can’t cast instant and sorcery spells that have no targets.
Trickster’s Armory5
Artifact (R)
Creatures you control get +1/+1.
Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.) T, Turn a face-down exiled creature card face up: Creatures you control gain first strike until end of turn if the exiled card has first strike. The same is true for flying, deathtouch, double strike, haste, hexproof, indestructible, lifelink, menace, reach, taunt, trample, and vigilance.
Dustbowl Grove
Land (R)
As Dustbowl Grove enters the battlefield, you may reveal a red or green card from your hand. If you don’t, Dustbowl Grove enters the battlefield tapped. T: Add R or G to your mana pool.
Glimmering Battlegrounds
Land (C)
Glimmering Battlegrounds enters the battlefield tapped.
Whenever an opponent is dealt combat damage, untap Glimmering Battlegrounds. T: Add C to your mana pool. 1, T: Add one mana of any color to your mana pool.
Glistening Cliff
Land (R)
As Glistening Cliff enters the battlefield, you may reveal a white or blue card from your hand. If you don’t, Glistening Cliff enters the battlefield tapped. T: Add W or U to your mana pool.
Mystic Pools
Land (U) T: Add C to your mana pool. T: Add one mana of any color to your mana pool. Activate this ability only during an opponent’s turn.
Scaped Bluff
Land (R) 1, T: Sacrifice Scaped Bluff: Search your library for a land card and reveal it. If it’s basic, put it onto the battlefield, then shuffle your library. Otherwise, shuffle your library, then put it on top.
Scholar’s Tower
Land (C) T: Add C to your mana pool. 6, T: Draw a card.
Shadowed Ridge
Land (R)
As Shadowed Ridge enters the battlefield, you may reveal a black or red card from your hand. If you don’t, Shadowed Ridge enters the battlefield tapped. T: Add B or R to your mana pool.
Still Marsh
Land (R)
As Still Marsh enters the battlefield, you may reveal a blue or black card from your hand. If you don’t, Still Marsh enters the battlefield tapped. T: Add U or B to your mana pool.
Trickster’s Outpost
Land (U) T: Add C to your mana pool. 2, Sacrifice Trickster’s Outpost: Plot. Activate this ability only any time you could cast a sorcery. (To plot, create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)
Warded Canopy
Land (R)
As Warded Canopy enters the battlefield, you may reveal a green or white card from your hand. If you don’t, Warded Canopy enters the battlefield tapped. T: Add G or W to your mana pool.
Whispering Stones
Land (U) T: Add C to your mana pool.
Whenever a creature enters the battlefield under your control, you may have Whispering Stones become a 1/1 Elemental creature until end of turn. It’s still a land. 3: Whispering Stones gets +1/+1 until end of turn. Activate this ability only if it’s a creature.
Plot - Still not much of a plot if your opponent sees it coming! The mechanic is still rather narrow, but artifact token generators are useful regardless. Get a new name, then build the flavor around it.
Taunt - Taunting Elf - an iconic creature - doesn't have taunt. I think this is a rather big mistake. Is this worth keywording? It seems like you want this to be evergreen, but it's boring and as a block mechanic it doesn't make sense. Either taunting is a thing or it isn't.
Informed - as long as any card has been revealed? This feels really uncomfortable. Revealing cards is VERY easy to do multiple times. Often it's perpetual as a static effect. I could see making this a madness-style trigger (If this is revealed, you may play it for it's revelation cost, blah blah) or getting a small effect for revealing it "Foreshadow - when you reveal this, do x" where x is a smaller version of the spell's effect.
Mystery - Still hate this. So much work, so much book keeping... and all for nothing?
All Souls End - "Players can't play creature spells until your next turn" (IE, no freebie turn for you.)
Ambushing Defenses - Question: Would this be broken if the "Informed" part of the spell was automatically part of the spell? If not, just do that. This is not a payoff for triggering informed, and it's not interesting, and even when it's printed w/o the drawback, it's mediocre.
Archon of Evaporation - This doesn't feel white. Yes, white gets exiling, but this isn't you exiling, it's letting everyone exile willy nilly for... cards? White don't play that.
Armorer’s Bluff - What? There's gold here, but Liar's Pendulum should tell you how to word this. (PS, maybe make a cycle, ability word it bluff?). By the way, this card is interesting only in the initial concept; what the card does - put some +1/+1 counters whether you win or lose the bluff? Utterly uninteresting and needlessly complex. THIS SHOULD BE FUN; as is it's a chore!
Blinding-Light Angel - Let's be clear; a 5/5 flying angel for 3WW wouldn't see play in constructed. This is worse than that. This has some odd "reveal 2!" trigger... obviously to fuel informed (but you're informing your enemy????). It's just lousy design. If Informed was Revelation (see above), this would be fine (IE, boring but acceptable mechanicwise), as you're revealing the card, then playing it (madness style). To play a 2nd revelation, you'd need another trigger. But Informed doesn't work like this; this triggers all of your informed cards. It's like Morbid or Revolt... but without the card disadvantage. EVERY TIME YOU ATTACK. On a common!
Inform Enabler Name TBD3WW
Creature - Angel (C)
Amplify 2 (As this object enters the battlefield, reveal any number of cards from your hand that share a creature type with it. This permanent comes into play with 2 +1/+1 counters on it for each card revealed this way.)
flying
3/3
or
Inform Enabler Name TBD3WW
Creature - Angel (C)
flying Forewarn (When this creature enters the battlefield, you may reveal any number of cards in your hand that share a color with it. Put that many +1/+1 counters on ~.)
3/3
Braced Militia - Consider:
Forewarned Militia 2W
Creature - Human Solider Forewarn (When this creature enters the battlefield, you may reveal any number of cards in your hand that share a color with it. Put that many +1/+1 counters on ~.)
2/1
French vanilla > Ability word vanilla. The fact this is solid in limited and has constructed potentiality in a mono color deck is good design to boot. (Again, Amplify works here too!)
Capturing Scout - Gideon's Lawkeeper, Binding Mummy. Both are fringe playable. This? Not. Why waste people's time with a card they'll throw out after draft?
Braggard Swordsman - Lorwyn had a cycle. Reveal another creature of the same type, or pay 3. I don't see why yours gets off cheap. If you draw it late game w/ no cards to reveal - tough luck fella! That's the tradeoff!
Bright-Eyed Recruiter - This perfectly illustrates what's wrong with Plots. You don't want to plot. You want to get things off of sacrificing artifact tokens. Clues always draw you a card. With this design dead-end, you'll be activating an activated ability "to give flash", and then not play anything with flash.
The sad fact is that unless your set is upwards of 30% sorceries with no instants, giving flash is pretty much at best going to used as a combat trick to play creatures from your hand. But all this really means is that players don't attack. Maybe your thinking is that players will know what you have in hand (in limited) due to you giving them this information... but now all you're asking is for your opponent to take detailed notes on what is you reveal each turn (never your full hand, mind you) and then piece together what's missing. So you don't actually solve the problem of "every attack could be an ambush", leading to obscenely long games and every new player that windmills lands late game losing because they can't bluff.
Honestly? I thought "Plots" gave flash to sorceries exclusively. Narrow, but it doesn't warp combat. If you're wed to this idea, besides a flavor-related name-change, I think you need to restrict it to sorceries, and print LOTS of them. Let it be a set about conjuring wizards and shamans and whatnot all trying to cast their big spells.
Prepare (Create a colorless Ingredient artifact token with "Sacrifice this artifact: Add C to your mana pool. Use this mana only to play sorceries with X in their mana pool. That spell has hexproof.")
Notice that this mechanic is all about me playing SPELLS. It tells me that there's a vertical cycle of colored X spells that are high draft targets. My goal is to build up Ingredients throughout the game, and spend them on big spells that do things to affect the game. This block? The X spells block. Counterspells can be somewhat pushed because they wreck non-X spells, but lose to X spells.
As is, Plan doesn't tell me anything except that I need need to pretend that everything my opponent has in hand has flash. Meaning now I don't just need to memorize the instants in the format; I need to know every single card in the format and how it would affect me if I attack with my 2/3 creature right now.
So over the last few days, I made this set. The core starting idea was to make a set that was thematically built to create a lot of situations involving bluffing, playing around things, mind games, leveraging information, and things like that. The working title in my MSE file is "Sacar, Trickster's Kingdom." That said, I have spent basically NO time thinking about lore/world-building. So below you will find a full 249-card attempt (a standard 269 with 20 basic lands added) at a set, but consider EVERY card name and EVERY creature type to be a placeholder, and every card idea to be a first draft. Please help me make this something great.
There are four new mechanics in the set:
Plot (Create a colorless Plan artifact token with "2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.")
Taunt (This creature must be blocked if able)
Informed — [effect] if/as long as a card has been revealed from a hand or library this turn.
Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
Cards with this ability will have an additional ability that interacts with the exiled cards
Anyway, here's the whole set in the spoiler below. Anyone who wants to help with worldbuilding and redesigns is more than welcome. Seriously. I desire help.
All Souls End 4WW
Sorcery (R)
Exile all creatures. Until your next turn, your opponents can’t cast creature spells.
Ambushing Defenses 1W
Instant (C)
Untap target creature. It can block an additional creature this turn.
Informed — If a card has been revealed from a hand or library this turn, that creature gets +2/+2 until end of turn.
Archon of Evaporation 5W
Creature — Archon (M)
Vigilance
At the beginning of each player’s upkeep, that player exiles two permanents he or she controls and draws two cards.
4/7
Armorer’s Bluff 2W
Sorcery (R)
Draw a card, then choose a number and a card type. Target opponent guesses whether you have the chosen number of cards with the chosen type in your hand, then you reveal your hand. If they guessed wrong, put two +1/+1 counters on each creature you control. Otherwise, that player may put two +1/+1 counters on each creature he or she controls.
Blinding-Light Angel 3WW
Creature — Angel (U)
Flying
Whenever Blinding-Light Angel attacks, you may reveal up to two white cards from your hand. Blinding-Light Angel gets +1/+1 until end of turn for each card revealed this way.
3/3
Braced Militia 1WW
Creature — Human Soldier (U)
Vigilance
Informed — Braced Militia enters the battlefield with a +1/+1 counter on it if a card was revealed from a hand or library this turn.
3/2
Braggard Swordsman W
Creature — Human Soldier (C)
As an additional cost to cast Braggard Swordsman, reveal two other nonland cards from your hand or pay 1.
2/2
Bright-Eyed Recruiter 2W
Creature — Human Soldier (R)
Lifelink
When Bright-Eyed Recruiter enters the battlefield, you may plot. (Create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)
Whenever you sacrifice a plan, create two 1/1 white Soldier creature tokens.
2/2
Capturing Scout 2W
Creature — Human Scout (C)
Whenever you cast your first spell in a turn, you may tap target creature.
3/1
Cleric of Hope 1W
Creature — Human Cleric (C)
When Cleric of Hope enters the battlefield, look at the top two cards of your library. You may reveal one and gain life equal to its converted mana cost. Then put both back on top in any order.
1/3
Cloud-King Griffin 5W
Creature — Griffin (C)
Flying
Whenever a creature enters the battlefield under your control, Cloud-King Griffin gets +1/+1 until end of turn.
3/3
Dreamwing Soldier 1W
Creature — Human Soldier (C)
Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
Turn a face-down exiled card with converted mana cost 3 or higher face up: Dreamwing Soldier gains flying and lifelink until end of turn.
2/2
Elspeth, Stalwart Soldier 3WW
Planeswalker — Elspeth (M)
Starting Loyalty: 5
+1: Create a 1/1 white Soldier creature token and draw a card.
0: Permanents you control have indestructible until your next turn.
-5: You gain 15 life.
Emboldened Elk 1W
Creature — Elk (C)
Informed — Emboldened Elk gets +1/+0 as long as a card has been revealed from a hand or library this turn.
2/2
Fogbreach Recruiter 2WW
Creature — Human Soldier (R)
Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
Whenever another nontoken creature with power 2 or less enters the battlefield under your control, you may draw a card.
2WW: Put a face-down exiled creature card with power 2 or less onto the battlefield under your control.
2/2
Fully Armed 1W
Sorcery (U)
Target creature gets +2/+2 and gains double strike until end of turn. If that creature is equipped, draw a card. If that creature is enchanted, draw a card.
Gilded-Fang Panther W
Creature — Cat (U)
First strike
Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
W, Turn a face-down exiled enchantment card face up: Put a +1/+1 counter on Gilded-Fang Panther and up to one other target creature.
1/1
Intelligent Lynx 3W
Creature — Cat (C)
Informed — At the beginning of each end step, if a card has been revealed from a hand or library this turn, you gain 1 life.
3/3
Legion’s Confidence W
Enchantment — Aura (C)
Enchant creature
Enchanted creature has first strike and vigilance.
Whenever a creature enters the battlefield, enchanted creature gets +1/+1 until end of turn.
Mirage Hawk 1W
Creature — Bird Soldier (R)
Flying
Mirage Hawk gets +1/+2 as long as you control a token.
2/1
Mirage of Guardians 2W
Enchantment — Aura (R)
Enchant creature you control
Whenever a creature that’s attacking you becomes blocked by a creature other than enchanted creature, create a token that’s a copy of enchanted creature that’s blocking the first creature. Exile the token at end of combat.
Neutralize the Threat 1W
Enchantment — Aura (C)
Enchant creature
Enchanted creature can’t attack or block.
Informed — 3W: Return Neutralize the Threat to its owner’s hand. Activate this ability only if a card was revealed from a hand or library this turn.
Plan for the Future W
Sorcery (C)
Put a +1/+1 counter on up to one target creature.
Scry 1.
Plot. (Create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)
Planned Excision 2W
Sorcery (C)
Reveal any number of cards from your hand. Exile target nonland permanent if its converted mana cost is less than or equal to the total converted mana cost of cards revealed this way.
Prepare for Battle W
Sorcery (U)
Reveal the top card of target opponent’s library. If it’s a creature card, create a 2/2 white Knight creature token. Otherwise, you draw a card and gain life equal to twice the revealed card’s converted mana cost.
Prideful Rescuers 2W
Creature — Human Scout (U)
When Prideful Rescuers enters the battlefield, you may return another creature you control to its owner’s hand. If you do, put a +1/+1 counter on Prideful Rescuers.
3/2
Proud Aven Scout 3W
Creature — Bird Scout (C)
Flying
When Proud Aven Scout enters the battlefield, each player reveals a card from his or her hand. If no other player revealed a card with higher converted mana cost than yours, put a +1/+1 counter on Proud Aven Scout.
2/2
Ring of Salvation 1WW
Enchantment (M)
Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
Turn a face-down exiled nonland card face up: Exile target nonland permanent until Ring of Salvation leaves the battlefield if that permanent’s converted mana cost is less than the exiled card’s converted mana cost.
Rune Angel 5W
Creature — Angel (U)
Flying
Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
Turn a face-down exiled nonland card face up: Target creature gains indestructible until end of turn if its converted mana cost is less than the exiled card’s converted mana cost.
4/4
Scheming Meditant 2W
Creature — Human Monk (C)
Vigilance
When Scheming Meditant enters the battlefield, you may plot. (Create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)
2/3
Send to Sabotage 1W
Sorcery (C)
Create a 1/1 white Soldier creature tokens.
Destroy target artifact or enchantment.
Skypicker Elf W
Creature — Elf Archer (C)
First strike, reach
1/2
Stag of the Holy Altar 2W
Creature — Elk (R)
Lifelink
When Stag of the Holy Altar enters the battlefield, return target artifact or enchantment card with converted mana cost 3 or less from any graveyard to the battlefield under your control.
3/2
Stomping Cavalry-Guard 1WW
Creature — Human Knight (C)
When Stomping Cavalry-Guard enters the battlefield, untap target nonland permanent.
2/4
Storming Volley W
Instant (C)
Storming Volley deals 1 damage to target attacking or blocking creature for each spell you’ve cast this turn.
Draw a card.
Surround and Dismiss W
Instant (U)
Exile target creature that’s blocked by two or more creatures.
Tactical Stance W
Instant (U)
As an additional cost to cast Tactical Stance, sacrifice a Plan or pay 2.
Creatures you control get +1/+1 until end of turn.
Thoughtful Defender 1W
Creature — Human Soldier (U)
Prevent all noncombat damage that would be dealt to Thoughtful Defender.
Whenever one or more creatures you control block, you may plot. (Create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)
2/2
Toppling Judgment 2WW
Sorcery (U)
Toppling Judgment costs 2 less to cast if its target has the greatest power among creatures on the battlefield.
Exile target creature.
Tower Keep 3W
Enchantment (U)
Untapped creatures you control get +1/+1.
Tuskmage Heirophant 4W
Creature — Elephant Cleric (C)
1W, T, Reveal a noncreature, nonland card from your hand: Put a +1/+1 counter on target creature, put the revealed card on the bottom of your library, then draw a card.
3/5
Welcoming Giant 4W
Creature — Giant (R)
At the beginning of your upkeep, scry 1, then you may reveal the top card of your library. If a nonland permanent card with converted mana cost 2 or less is revealed this way, put it onto the battlefield.
4/4
Astral Form U
Sorcery (C)
Until end of turn, target creature gains flying and becomes a Spirit with base power and toughness 1/1.
Avenged Aven 3U
Creature — Bird Warrior (C)
Flying
When Avenged Aven dies, you may plot. (Create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)
3/2
Barter in Loyalties 4U
Sorcery (U)
Exchange control of target creature you control and target creature an opponent controls.
Informed — If a card was revealed from a hand or library this turn, you gain control of an additional permanent that opponent controls of his or her choice.
Beloved Scholar 1U
Creature — Human Wizard (C)
Hexproof
When Beloved Scholar enters the battlefield, each player may draw a card.
2/2
Bide Time 2U
Instant (U)
Put target spell on top of its owner’s library.
Plot. (Create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)
Blind Spot Manipulation 1U
Enchantment — Aura (U)
Enchant creature
Enchanted creature can’t be blocked.
Sacrifice Blind Spot Manipulation: Draw a card.
Boastful Battlemage 2U
Creature — Human Soldier Wizard (U)
As an additional cost to cast Boastful Battlemage, reveal an instant or sorcery card from your hand or pay 2.
3/4
Cloudstrike Sphinx 3UU
Creature — Sphinx (R)
Flying
Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
Turn a face-down exiled nonland card face up: Counter target spell if it has the same converted mana cost as the exiled card. Activate this ability only once each turn.
5/4
Devious Foresight 1U
Enchantment — Aura (C)
Enchant creature
When Devious Foresight enters the battlefield, you may draw a card.
Whenever enchanted creature deals combat damage to a player, you may plot. (Create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)
Dizzying Mage 2U
Creature — Human Wizard (R)
Whenever you cast a spell, you may choose new targets for another target spell or ability.
2/2
Drake Revelations 2UU
Sorcery (R)
Create two 2/2 blue Drake creature tokens with flying.
Informed — 2UU: Return Drake Revelations from your graveyard to your hand. Activate this ability only if a card was revealed from a hand or library this turn.
Drake-Back Blackmailer 4UU
Creature — Human Rogue (U)
Flying
At the beginning of each opponent’s upkeep, that player may put a +1/+1 counter on Drake-Back Blackmailer. If he or she doesn’t, reveal the top card of that player’s library. You may put that card on the bottom of that player’s library.
4/3
Dreamland Geist 3U
Creature — Spirit (C)
Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
1U, Turn a face-down exiled nonland card face up: Target nonland permanent doesn’t untap during its controller’s next untap step if its converted mana cost is less than the exiled card’s converted mana cost.
2/4
Expendable Thief 3U
Creature — Human Rogue (C)
When Expendable Thief enters the battlefield, you may plot. (Create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)
When Expendable Thief dies, you may return target instant or sorcery card from your graveyard to your hand.
2/2
Foiled Schemes 1U
Instant (C)
Target spell’s controller reveals his or her hand. Counter that spell unless its controller pays 1 for each card revealed this way that shares a type with it.
Gleeful Trickster 2U
Creature — Human Rogue (U)
Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
U, Turn a face-down exiled permanent card face up: Tap target permanent that shares a type with the exiled card.
2/3
Greedy Spy 2U
Creature — Human Rogue (U)
When Greedy Spy enters the battlefield, target player reveals his or her hand.
Informed — Whenever Greedy Spy deals combat damage to a player, if a card has been revealed from a hand or library this turn, you may draw a card.
2/2
Insidious Mimicry 3U
Instant (R)
Copy target instant or sorcery spell X times, where X is the number of spells target opponent has cast this turn. You may choose new targets for each copy.
Lost-Trail Scout 1U
Creature — Human Scout (C)
Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
T, Turn a face-down exiled land card face up: Untap target land.
1/3
Minister of Forgetfulness 2U
Creature — Human Advisor (C)
Informed — At the beginning of each end step, if a card was revealed from a hand or library this turn, target player puts the top two cards of his or her library into his or her graveyard.
2/2
Mysterious Gifts 3U
Sorcery (U)
Reveal the top four cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and exile the other face down. You may look at those cards as long as they’re exiled.
Obfuscation Adept 1U
Creature — Merfolk Wizard (U)
Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
T, Turn a face-down exiled card face up: Target creature gets -X/-0 until end of turn, where X is the exiled card’s converted mana cost.
1/3
Paralyzing Anxiety 2U
Instant (C)
As an additional cost to cast Paralyzing Anxiety, reveal another instant or sorcery card from your hand or pay U.
Tap up to two target creature. Those creatures don’t untap during their controller’s next untap step.
Perceptive Serpent 5U
Creature — Leviathan (C)
Perceptive Serpent costs 2 less to cast as long as an opponent cast a spell this turn.
Informed — Perceptive Serpent can’t attack unless a card was revealed from a hand or library this turn.
5/6
Pestering Pixies 1U
Creature — Faerie (C)
Flying
When Pestering Pixies enters the battlefield, you may tap or untap target nonland permanent.
2/1
Port Wreckage Sea-Snake 4U
Creature — Serpent (C)
When Port Wreckage Sea-Snake enters the battlefield, choose one —
- Draw a card.
- Reveal the top two cards of your library and put them into your hand, then discard a card.
3/3
Ransom for Information 1U
Enchantment — Aura (C)
Enchant creature
At the beginning of enchanted creature’s controller’s upkeep, that player may reveal his or her hand and the top card of his or her library. If that player doesn’t, tap enchanted creature.
Researcher’s Bluff 2U
Sorcery (R)
Draw a card, then choose a number and a card type. Target opponent guesses whether you have the chosen number of cards with the chosen type in your hand, then you reveal your hand. If they guessed wrong, draw three cards. Otherwise, that player may draw three cards.
Sapphire-Eye Crab U
Creature — Crab (C)
When Sapphire-Eye Crab enters the battlefield, you may scry 1.
1/2
Sealed Fates 2U
Enchantment (C)
Whenever one or more creatures you control deal combat damage to an opponent, you may look at the top two cards of that player’s library. Put any number of them on the bottom of that player’s library, and the rest on top in any order.
Sebasta, Lord of Denial 3U
Legendary Creature — Merfolk Advisor (M)
Your opponents play with their hands and top the card of their libraries revealed.
Your opponents can’t play cards that share a type with the top card of their library.
3/4
Shapeshifter’s Power 1U
Enchantment — Aura (R)
Enchant creature
1U: Enchanted creature becomes a copy of target creature until end of turn.
1U: Target creature becomes a copy of enchanted creature until end of turn.
Shrug Away 2U
Sorcery (C)
Return target nonland permanent to its owner’s hand.
Informed — If a card was revealed from a hand or library this turn, you may put it on the top of its owner’s library instead.
Talented Mage 2U
Creature — Human Wizard (C)
Prowess
2/3
Temporal Trickery 2UUU
Sorcery (M)
Target player takes an extra turn after this one. You gain control of that player during that turn. Exile Temporal Trickery.
Tideflow Mage 3U
Creature — Merfolf Wizard (U)
Whenever Tideflow Mage or another creature enters the battlefield under your control, creatures target player controls get -1/-0 until end of turn.
3/2
Tireless Schemer 2U
Creature — Human Rogue (R)
Whenever you cast a spell at a time a sorcery could have been cast, you may plot. (Create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)
Whenever you cast a noninstant spell at a time a sorcery could not have been cast, you may draw a card.
2/3
Tower Aviary U
Enchantment (U)
2U, Discard a card: Create a 1/1 blue Bird creature token with flying.
Unknown Failings 3UU
Instant (R)
Exile all other spells face down. You may look at them as long as they’re exiled.
Draw a card.
Urgent Interruption 2UU
Instant (C)
Counter target spell. If that spell was the second spell cast this turn, draw a card.
Winds of Reclamation 3U
Instant (U)
Return up to one target creature with converted mana cost 3 or less to its owner’s hand.
Return up to one target instant or sorcery card with converted mana cost 3 or less from a graveyard to its owner’s hand.
Enchantment — Aura (U)
Enchant creature
Enchanted creature gets +1/+0.
Whenever enchanted creature deals combat damage to a player, create a 2/2 black Zombie creature token.
Alley-Dash Brigand 2B
Creature — Human Rogue (C)
Informed — Alley-Dash Brigand gets +1/+0 and has menace as long as a card was revealed from a hand or library this turn.
2/3
Assassin’s Lynx 1B
Creature — Cat (C)
When Assassin’s Lynx enters the battlefield, target creature gains deathtouch until your next turn.
2/2
Assertive Edict B
Sorcery (U)
As an additional cost to cast Assertive Edict, reveal two other nonland cards from your hand and pay life equal to their total converted mana cost, or pay 2.
Target player sacrifices a creature.
Awaiting Imp 1B
Creature — Imp (U)
Flying
Informed — Awaiting Imp gets +2/+0 as long as a card was revealed from a hand or library this turn.
1/2
Bloodveil Informant 1B
Creature — Human Mercenary (R)
Deathtouch
Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
Whenever another nontoken creature you control dies, you may pay 1 life. If you do, you may put a face-down exiled card you own into your hand.
2/2
Boneyard’s Beloved 1B
Creature — Skeleton (C)
When Boneyard’s Beloved dies, you may reveal the top card of your library. If a creature card is revealed this way, return Boneyard’s Beloved to its owner’s hand.
2/1
Brutalist Troop 2B
Creature — Human Mercenary (C)
Whenever a creature enters the battlefield under your control, Brutalist Troop gets +1/+0 until end of turn.
3/2
Burrowed Vermin 1B
Creature — Rat (C)
When Burrowed Vermin enters the battlefield, target opponent reveals his or her hand. That player loses 1 life for each land card revealed this way.
1/1
Complete Downfall 4B
Sorcery (R)
Destroy up to one target creature and up to one target planeswalker.
Deliberate Extortion 1B
Enchantment (U)
When Deliberate Extortion enters the battlefield, you may plot. (Create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)
Whenever you sacrifice a Plan, target player loses 1 life and you gain 1 life.
Demon of Unfair Ends 4BB
Creature — Demon (M)
Flying, trample
When Demon of Unfair Ends enters the battlefield, you may sacrifice any number of creatures, then each opponent who controls more creatures than you sacrifices a number of creatures equal to the difference.
Whenever you sacrifice a permanent, you may scry 1.
5/5
Deviant’s Sacrament 2B
Sorcery (R)
Search target player’s library for up to three cards and exile them face down, then shuffle that player's library. You may look at the exiled cards as long as they’re exiled.
Dreaded Anticipation 1B
Sorcery (U)
Target creature gets -2/-2 until end of turn.
Scry 2.
Grim Manifestation 3B
Instant (U)
Reveal the top four cards of target opponent’s library. Create an X/X black Horror creature token, where X is the highest converted mana cost among cards revealed this way, then put the revealed cards on the bottom of their owner’s library in random order.
Inner Turmoil 2B
Instant (U)
Target creature deals damage to itself equal to its power.
Intimidating Shadow 3BB
Creature — Wraith (C)
5/4
Jabbing Scorpion B
Creature — Scorpion (C)
Jabbing Scorpion enters the battlefield tapped.
When Jabbing Scorpion enters the battlefield, target creature gets -1/-1 until end of turn.
1/1
Necromancer’s Bluff 2B
Sorcery (R)
Draw a card, then choose a number and a card type. Target opponent guesses whether you have the chosen number of cards with the chosen type in your hand, then you reveal your hand. If they guessed wrong, you may return a creature card from any graveyard to the battlefield under your control. Otherwise, that opponent may return a creature card from any graveyard to the battlefield under his or her control.
Nightwing Drake 2B
Creature — Drake (C)
As an additional cost to cast Nightwing Drake, reveal two other black cards from your hand or pay 2.
Flying
4/2
Noxious Grubling 1B
Creature — Goblin Shaman (U)
Whenever you cast a spell that targets a creature, you may have that creature get -1/-1 until end of turn.
2/1
Oath of the Magus 3B
Enchantment (M)
At the beginning of your upkeep, you draw a card and lose 1 life.
3B, Sacrifice Oath of the Magus: Two target players exchange life totals.
Ostracize B
Sorcery (C)
Target opponent reveals his or her hand. You choose a creature card from it. That player discards that card.
Overgrown Vampire 4B
Creature — Vampire Giant (U)
Lifelink
4/4
Painful Lapse 4B
Sorcery (C)
Destroy target creature. If it’s tapped, its controller discards a card at random.
Pernicious Assassin 2B
Creature — Human Assassin (U)
When Pernicious Assassin enters the battlefield, you may plot. (Create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)
Whenever a creature enters the battlefield under your control, Pernicious Assassin gets +0/+2 and gains deathtouch until end of turn.
2/2
Reckless Mercenaries 3B
Creature — Elf Mercenary (U)
Taunt (This creature must be blocked if able.)
1B, Sacrifice a creature: Reckless Mercenaries gains menace until end of turn.
4/1
Sanguine Strength 1B
Instant (C)
Target creature gets +2/+1 and gains lifelink until end of turn.
Second-Soul Wraith 3B
Creature — Wraith (C)
Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
Whenever Second-Soul Wraith attacks, you may turn a face-down exiled creature card face up. If you do, Second-Soul Wraith gets +1/+0 and gains menace until end of turn.
4/3
Shady Lessons 2B
Sorcery (C)
Look at the top two cards of your library, then choose one —
- You draw two cards and lose 2 life.
- Reveal those cards, then put one into your hand and the other into your graveyard.
Sinister Bloodseeker 3B
Creature — Vampire Rogue (C)
Whenever a creature dealt combat damage by Sinister Bloodseeker this turn dies, you may plot. (Create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)
3/3
Sinister Skeleton 3B
Creature — Skeleton (R)
When Sinister Skeleton or another creature you control dies, you may plot. (Create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)
BB, Sacrifice a Plan: Return Sinister Skeleton from your graveyard to the battlefield tapped.
3/2
Sinkhole Shaman 2B
Creature — Human Shaman (U)
Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
Turn a face-down exiled land card face up: Target attacking creature gets -0/-1 until end of turn.
3/2
Stormcloud Nuisance 1B
Creature — Imp (C)
Flying
Taunt (This creature must be blocked if able.)
1/1
Thoughtseizing Specter 2BB
Creature — Specter (R)
Flying
Whenever Thoughtseizing Specter deals combat damage to a player, you may pay 2 life. If you do, that player reveals his or her hand. You choose a nonland card from it. That player discards that card.
4/2
Tortured by Secrets B
Enchantment — Aura (C)
Enchant creature
Enchanted creature gets -1/-1.
Informed — Enchanted creature gets an additional -2/-2 as long as a card was revealed from a hand or library this turn.
Unknown Erasure 1B
Instant (C)
Exile up to three cards from a single graveyard face down. You may look at them as long as they’re exiled.
Draw a card.
Unsettle the Dead 1B
Sorcery (C)
Return target creature card from your graveyard to your hand.
Informed — Create a 2/2 black Zombie creature token if a card was revealed from a hand or library this turn.
Wave of Undeath 2B
Instant (R)
Whenever a creature you control dies this turn, return it to the battlefield with a +1/+1 counter on it at the beginning of the next end step.
Weaver of Misfortunes 2B
Creature — Human Shaman (C)
When Weaver of Misfortunes enters the battlefield, choose one —
- Target opponent loses 2 life and you gain 2 life.
- Plot. (Create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)
1/4
Witches of the Cauldron 1BB
Creature — Human Shaman (R)
Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
3, Turn three face-down exiled cards that share no types face up: Destroy target creature.
3/3
Battlefield Manipulation X1R
Sorcery (U)
Up to X target creatures gains taunt until end of turn. (They must be blocked if able.)
Up to X target creatures can’t block this turn.
Become Brutal 1R
Enchantment — Aura (U)
Enchant creature
Enchanted creature gets +3/+3.
2R: Enchanted creature gains trample until end of turn.
Blade-Toss Warrior 1R
Creature — Human Warrior (C)
Whenever Blade-Toss Warrior or another creature enters the battlefield under your control, target creature gains first strike until end of turn.
2/2
Bloodbrained Giant 4R
Creature — Giant (C)
When Bloodbrained Giant enters the battlefield, if an opponent was dealt damage this turn, choose one —
- Put a +1/+1 counter on Bloodbrained Giant.
- Plot. (Create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)
4/4
Breath of War 3R
Enchantment — Aura (R)
Enchant creature you control
Whenever enchanted creature attacks, attacking creatures you control get +2/+0 until end of turn.
When enchanted creature deals combat damage to a player, you may sacrifice Breath of War. If you do, untap all creatures you control and after this phase, there is an additional combat phase.
Brutal Compatriot 1R
Creature — Human Warrior (U)
Whenever Brutal Compatriot attacks, if it isn’t attacking alone, target creature gets +1/+0 and gains menace until end of turn.
2/2
Brutal Decoy 1R
Creature — Human Scout (U)
Taunt (This creature must be blocked if able.)
Whenever one or more creatures you control deal combat damage to a player, put a +1/+1 counter on Brutal Decoy.
1/1
Bullying Hoard 1R
Creature — Goblin (C)
Taunt (This creature must be blocked if able.)
Bullying Hoard can’t attack alone.
3/2
Burning Ideals 3R
Sorcery (U)
Burning Ideals deals X damage divided as you choose among any number of target creatures, where X is twice the total number of cards in all players’ hands.
Conduit Battlemage 2R
Creature — Human Warrior Wizard (R)
Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
You may cast face-down exiled Aura, instant, and sorcery cards targeting Conduit Battlemage without paying their mana costs.
3/2
Cunning Sparksnapper 2R
Creature — Goblin Shaman (U)
Haste
Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
R, T, Turn a face-down exiled instant or sorcery card face up: Cunning Sparksnapper deals 3 damage to target creature or player.
2/1
Dack the Spiteful 3R
Planeswalker — Dack (M)
Starting Loyalty: 4
+1: Discard two cards. If you do, draw three cards.
-3: Untap target creature and gain control of it until end of turn. That creature gains haste until end of turn.
-8: Target player gets an emblem with “Whenever a source you control deals damage, this emblem deals that much damage to you.”
Dire Malfunction 1R
Enchantment — Aura (C)
Enchant artifact
At the beginning of its controller’s end step, enchanted artifact deals damage to its controller equal to its converted mana cost.
Enchanted artifact has “4, Sacrifice this artifact: This artifact deals 1 damage to each creature you control.”
Draconic Blaze XR
Sorcery (R)
Draconic Blaze deals X damage to target creature or player.
If X is 6 or more, create a 4/4 red Dragon creature token with flying.
Earthshed Adept 1RR
Creature — Human Shaman (U)
T: Reveal your hand. If only land cards are revealed this way, discard your hand, then draw that many cards.
3/3
Empty the Workshop 3R
Sorcery (C)
Choose one —
- Create three 1/1 red Goblin creature tokens.
- Create a 3/3 colorless Golem artifact creature token.
Fair Fight 1R
Instant (U)
Destroy all Equipment attached to each of two target creatures, then those creatures fight.
Frazzling Weird 3R
Creature — Weird (C)
Whenever you cast a spell, you may switch Frazzling Weird’s base power and toughness until end of turn.
4/2
Grubling Firedancer R
Creature — Goblin Shaman (R)
Whenever an instant or sorcery spell you control deals damage, put a +1/+1 counter on Grubling Firedancer.
When Grubling Firedancer dies, it deals damage equal to its power to target creature or player.
1/1
Inconceivable Rage R
Enchantment — Aura (C)
Enchant creature
Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
Turn a face-down exiled nonland card face up: Enchanted creature gets +X/+0 until end of turn, where X is the exiled card’s converted mana cost. Activate this ability only once each turn.
Lightning Beast 4R
Creature — Elemental Beast (M)
Creatures you control have haste and trample.
When Lightning Beast dies, create two 3/1 Elemental creature tokens with haste and trample.
5/3
Nimble Teacher 2R
Creature — Human Warrior (C)
Prowess
Whenever you cast a noncreature spell, another target creature you control gets +1/+1 until end of turn.
1/1
Preemptive War Cry 1R
Sorcery (C)
Creatures you control get +1/+0.
Draw a card.
Primal Hellion 2RR
Creature — Hellion (R)
Creatures with activated abilities can’t block.
4/4
Pyromancer’s Bluff 2R
Sorcery (R)
Draw a card, then choose a number and a card type. Target opponent guesses whether you have the chosen number of cards with the chosen type in your hand, then you reveal your hand. If they guessed wrong, Pyromancer’s Bluff deals 3 damage to that player and each creature he or she controls. Otherwise, it deals 3 damage to you and each creature you control.
Ransacker Grubling R
Creature — Goblin Shaman (C)
Whenever Ransacker Grubling deals combat damage to a player, you may discard a card. If you do, draw a card.
1/1
Riddle of Flame 3RR
Instant (C)
Scry 3, then reveal the top card of your library. Riddle of Flame deals damage equal to that card’s converted mana cost to target creature.
Rod-Tail Predator 5R
Creature — Lizard (C)
Whenever Rod-Tail Predator becomes the target of a spell, it gets +1/+1 and gains trample until end of turn.
4/4
Rough-Ridge Snapper 2R
Creature — Beast (C)
Whenever Rough-Ridge Snapper attacks, you may pay R. If you do, target creature can’t block this turn.
3/2
Rude Stomper 4R
Creature — Giant (U)
Taunt (This creature must be blocked if able.)
4/4
Scatterspark 2R
Sorcery (C)
Scatterspark deals 2 damage to target player and 2 damage divided as you choose among one or two target creatures that player controls.
Scorchseeker’s Charm 1R
Instant (U)
Choose one —
- Scorchseeker’s Charm deals 2 damage to target creature.
- Two target lands don’t untap during their controller’s next untap step.
- Scry 2.
Seismic Sphere 1R
Enchantment (R)
Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
R, Turn a face-down exiled land card face up: Seismic Sphere deals 1 damage to each creature without flying and each player.
Shouting Battlemage 3R
Creature — Human Warrior Wizard (C)
Prowess
Taunt (This creature must be blocked if able.)
2/2
Shrieking Rummager 1R
Creature — Goblin Barbarian (C)
When Shrieking Rummager enters the battlefield, discard a card. If you do, draw a card.
3/1
Splintering Rage RR
Instant (M)
Create a token that’s a copy of target attacking creature.
Splitsword Maneuver 1R
Instant (C)
Target creature gets +2/+0 until end of turn.
Target creature gains first strike until end of turn.
Swooping Hellkite 4RR
Creature — Dragon (R)
Flying
Taunt (This creature must be blocked if able.)
Whenever Swooping Hellkite attacks, you may have it get +2/+2 and lose flying until end of turn.
6/6
Towerside Spider 2R
Creature — Spider (C)
Reach
Spells you cast that target a creature with flying cost you 1 less to cast.
2/2
Vindictive Smasher 3R
Creature — Beast (U)
When Vindictive Smasher enters the battlefield, choose one —
- Destroy target artifact.
- Plot. (Create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)
4/3
Warfield Diverter 2R
Creature — Human Scout Warrior (C)
Haste
Taunt (This creature must be blocked if able.)
1/3
Zealous Disloyalty 2RR
Sorcery (U)
Gain control of target creature until end of turn. Untap that creature. It gets +2/+1 and gains haste until end of turn.
Arboreal Decoy G
Creature — Treefolk (C)
Taunt (This creature must be blocked if able.)
3G: Arboreal Decoy gets +2/+2 until end of turn.
0/1
Beastmaster’s Finest 3GG
Creature — Beast (C)
Whenever Beastmaster’s Finest attacks, if it isn’t attacking alone, it gains trample until end of turn.
5/5
Bestower of Confidence 2G
Creature — Human Monk (U)
When Bestower of Confidence enters the battlefield, choose one —
- Target creature gets +2/+2 and gains vigilance until end of turn.
- Plot. (Create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)
2/3
Blossoming Force 2G
Instant (U)
Untap up to two target creatures, then choose one —
- Each of those creatures gets +1/+1 until end of turn.
- Create two 1/1 green Saproling creature tokens.
Broadweb Spider 3G
Creature — Spider (C)
Reach
When Broadweb Spider enters the battlefield, if a creature with flying is on the battlefield, you may plot. (Create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)
1/6
Cartographer’s Bluff 2G
Sorcery (R)
Draw a card, then choose a number and a card type. Target opponent guesses whether you have the chosen number of cards with the chosen type in your hand, then you reveal your hand. If they guessed wrong, search your library for up to two land cards and put them onto the battlefield, then shuffle your library. Otherwise, that opponent may search his or her library for up to two land cards and put them onto the battlefield, then shuffle his or her library.
Chorus of Life 1G
Sorcery (C)
Reveal the top four cards of your library, then choose one —
- Put a creature card from among them into your hand, then put the rest into your graveyard.
- You gain 2 life for each land card revealed this way, then put those cards on the bottom of your library in any order.
Clever Shepherd 3G
Creature — Human Citizen (R)
Taunt (This creature must be blocked if able.)
When Clever Shepherd enters the battlefield, create a 1/1 white Sheep creature token.
Whenever one or more creatures you control with power 1 deal combat damage to a player, you may draw a card.
3/3
Crown of Allure 1G
Enchantment — Aura (C)
Enchant creature
Enchanted creature gets +1/+2 and has taunt. (It must be blocked if able.)
Earth-Fated Warrior 1GG
Creature — Human Warrior (U)
Taunt (This creature must be blocked if able.)
Discard two land cards: Earth-Fated Warrior gains indestructible until end of turn.
3/2
Earthformed Ravager 4G
Creature — Elemental (U)
Taunt (This creature must be blocked if able.)
When Earthformed Ravager dies, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle your library.
3/4
Encompassing Ooze 2GG
Creature — Ooze (M)
Taunt (This creature must be blocked if able.)
Whenever another creature enters the battlefield or dies, put a +1/+1 counter on Encompassing Ooze.
When Encompassing Ooze dies, you gain life equal to its toughness.
3/3
Envious Elephant 3G
Creature — Elephant (C)
Whenever an opponent draws a card, Envious Elephant gets +1/+1 until end of turn.
4/3
Fogfield Protector 5G
Creature — Giant (R)
Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
Turn a face-down exiled land card face up: Target permanent gains indestructible until end of turn. If no lands have entered the battlefield this turn, you may put the exiled land card onto the battlefield.
6/7
Gambler’s Haze 2G
Instant (C)
Reveal the top two cards of your library. If they share a card type, prevent all combat damage that would be dealt by creatures your opponent’s control this turn. Otherwise, prevent all combat damage that would be dealt by all creatures this turn.
Glorious Smackdown 3G
Sorcery (C)
Destroy target creature with flying.
Draw two cards.
Herald the Champion 2G
Sorcery (M)
Cast Herald the Champion only if an opponent cast a spell this turn.
Put a creature card from your hand onto the battlefield.
Herd Patriarch 5GG
Creature — Beast (U)
When Herd Patriarch dies, create a 3/3 green Beast creature token and you gain 3 life.
7/7
Mysterious Awakenings 1G
Enchantment (U)
Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
G, Turn a face-down exiled land card face up: Target land you control becomes a 3/3 green Elemental creature. It’s still a land.
Plant The Seeds 1G
Sorcery (C)
Search your library for a basic land card, reveal it, then choose one —
- Put it onto the battlefield tapped, then shuffle your library.
- Put it into your hand, shuffle your library, then plot. (Create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)
Pleased Cartographer 3G
Creature — Human Scout (C)
When Pleased Cartographer enters the battlefield, if you control six or more lands, you may scry 3.
2/4
Prowling Druid GG
Creature — Cat Druid (R)
Whenever a creature or creature spell you control becomes the target of a spell an opponent controls, put a +1/+1 counter on Prowling Druid and draw a card.
2/2
Reshape the Runes 2G
Sorcery (C)
Destroy up to one target artifact and up to one target enchantment.
Put a +1/+1 counter on each of up to two target creatures.
Rootform 2G
Enchantment — Aura (R)
Enchant creature
Enchanted creature is a 4/4 green Treefolk creature with no abilities.
Sacrifice a Forest: Return Rootform from your graveyard to the battlefield.
Scrappy Brawl G
Instant (C)
Target creature you control with power 2 or less fights another target creature.
Seamless Protection G
Instant (U)
Target creature you control gains hexproof until end of turn.
Draw a card.
Sense of Strength G
Enchantment — Aura (U)
Enchant creature
Enchanted creature has vigilance.
Whenever enchanted creature deals combat damage to a player, you may put a +1/+1 counter on target creature.
Shinescale Wurm 5G
Creature — Wurm (U)
When Shinescale Wurm enters the battlefield, you may plot. (Create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)
Shinescale Wurm has hexproof as long as you control no Plans.
5/5
Shroud-Claw Baloth 3G
Creature — Beast (U)
Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
Turn a face-down exiled creature card face up: Shroud-Claw Baloth gets +1/+1 and gains trample until end of turn.
4/3
Sight-Set Wurm 4GG
Creature — Wurm (R)
Trample
Taunt (This creature must be blocked if able.)
Whenever Sight-Set Wurm deals combat damage to a player, you may put a +1/+1 counter on it.
6/6
Soulseed Druid 1G
Creature — Human Druid (C)
Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
Turn two face-down exiled land cards face up: Create a 1/1 green Saproling creature token.
1/3
Spurred Bear 2G
Creature — Bear (C)
Spurred Bear gets +1/+0 as long as it has been the target of an ability this turn.
3/2
Steelsniffer 1G
Creature — Hound (U)
Vigilance
Steelsniffer gets +1/+1 as long as another creature on the battlefield is equipped.
2/2
Trickster’s Utopia 2G
Enchantment — Aura (R)
Enchant land
Whenever enchanted land becomes tapped, add one mana of any color to your mana pool.
Whenever enchanted land becomes untapped, you may plot. (Create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)
Unnatural Schemes 2G
Sorcery (U)
You may plot for each artifact and/or enchantment permanent on the battlefield, then destroy target artifact or enchantment. (To plot, create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)
Vengeant Arbor 2G
Creature — Treefolk (C)
When Vengeant Arbor enters the battlefield, if an opponent cast a spell this turn, choose one —
- Put a +1/+1 counter on Vengeant Arbor.
- Create a 1/1 green Saproling creature token.
3/3
Venom Vendor 2G
Creature — Human Advisor (C)
Whenever Venom Vendor or another creature enters the battlefield under your control, target creature gains deathtouch until end of turn.
2/3
Warded Wurm 6G
Creature — Wurm (C)
Whenever the second spell of a turn is cast, Warded Wurm gains hexproof until end of turn.
6/6
Warmonger Vitalist 1G
Creature — Elf Druid (C)
Whenever an opponent is dealt combat damage, untap Warmonger Vitalist.
T: Add G to your mana pool.
1/2
Wurm Upheaval 7G
Instant (R)
Create a 6/6 green Wurm creature token for each spell target opponent has cast this turn.
Yelping Hounds 1G
Creature — Hound (C)
Taunt (This creature must be blocked if able.)
2/2
Creature — Human Druid (U)
Whenever Battlefield Awakener blocks or becomes blocked, untap all lands you control.
3/3
Bloodfur Boar RG
Creature — Boar (U)
Trample
Whenever an opponent is dealt combat damage, put a +1/+1 counter on Bloodfur Boar.
2/2
Cleric of Life’s Gate 2WB
Creature — Spirit Cleric (U)
Whenever another creature enters the battlefield under your control, you may have target creature get -1/-1 until end of turn.
2/4
Devara, Valiant Protector 1GW
Legendary Creature — Elf Warrior (M)
Flash
Vigilance
When Devara, Valiant Protector enters the battlefield, put a +1/+1 counter on each creature you control that’s blocking or blocked.
4/3
Emboldened Mugger 1UB
Creature — Human Rogue (U)
Deathtouch
When Emboldened Mugger enters the battlefield, target opponent may discard any number of cards, then you put a +1/+1 counter on Emboldened Mugger for each card in that player’s hand.
1/4
Evolution Mage GU
Creature — Human Druid Wizard (U)
Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
T, Turn a face-down exiled creature card face up: Put a +1/+1 counter on each creature you control if it has lesser power or toughness than the exiled card.
2/2
Hofus, Dack’s Beast 3RG
Legendary Creature — Beast (R)
Whenever Hofus, Dack’s Beast attacks, gain control of target creature defending player controls until end of turn. When you do, it becomes tapped and attacking.
5/4
Mixomorph 2UR
Sorcery (R)
As an additional cost to cast Mixomorph, sacrifice a creature.
Destroy target creature, then you and that opponent each reveal cards from the top of your librares until you’ve each revealed a creature card. Each of you puts that card onto the battlefield under the other player’s control, then shuffles all other cards revealed this way into your respective libraries.
Rageful Behemoth 3BR
Creature — Giant (U)
Whenever an opponent activates an ability of a permanent, if it isn’t a mana abilitiy, Rageful Behemoth deals 1 damage to him or her.
5/5
Shadow-Grove Keeper 2BG
Creature — Treefolk (U)
When Shadow-Grove Keeper enters the battlefield, search your library for a basic land card, reveal it, put it into your hand, then shuffle your library.
Whenever you play a land card from your hand, you may plot. (Create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)
3/3
Skittermage UR
Creature — Lizard Wizard (U)
Prowess
1UR: Return Skittermage to its owner’s hand.
2/2
Skysong Revenant 1WU
Creature — Bird Cleric (U)
Flying
Whenever Skysong Revenant deals combat damage to a player, you gain 2 life for each card in that player’s hand.
2/3
Trash-Talking Cavalry 1RW
Creature — Goblin Knight (U)
First strike
Taunt (This creature must be blocked if able.)
4/2
Xavin, Corrupted Judge 1WB
Legendary Creature — Human Advisor (R)
Whenever an opponent casts a spell, untap Xavin, Corrupted Judge.
2, T: Until end of turn, target creature can’t attack or block and its abilities can’t be activated. Its controller loses 1 life and you gain 1 life.
2/2
Yardos, Tower’s Trickster 2UB
Planeswalker — Yardos (M)
Starting Loyalty: 2
+2: Exile a card at random from target player’s hand face down until Yardos, Tower’s Trickster leaves the battlefield. You can look at it at as long as it’s exiled.
-1: Target creature can’t be blocked this turn and gains lifelink until end of turn.
-9: You get an emblem with “At the beginning of your end step, you gain control of target opponent during that player’s next turn. After that turn, that player takes an extra turn.”
Artifact — Equipment (C)
Equipped creature gets +1/+1.
Whenever equipped creature deals combat damage to a player, that player reveals the top card of his or her library.
Equip 1
Brutalist’s Axe 4
Artifact — Equipment (C)
Equipped creature gets +4/+2.
Equip 6
Golem of the Mines 4
Artifact Creature — Golem (R)
Golem of the Mines’s power and toughness are each equal to the total number of cards in all player’s hands.
At the beginning of each player’s upkeep, that player draws a card.
*/*
Heavy Legion Golem 6
Artifact Creature — Golem (U)
Whenever you cast a creature spell with converted mana cost 3 or greater, put a +1/+1 counter on Heavy Legion Golem.
4/4
Honed Runeblade 2
Artifact — Equipment (U)
Equipped creature has first strike.
Whenever a player casts a spell, equipped creature gets +1/+1 until end of turn.
Equip 1
Idealist’s Prism 3
Artifact (U)
Informed — At the beginning of each end step, if a card was revealed from a hand or library this turn, put a light counter on Idealist’s Prism.
T: Add C to your mana pool.
T, Remove a light counter from Idealist’s Prism: Add one mana of any color to your mana pool. You gain 1 life.
Insulting Mask 1
Artifact — Equipment (C)
Equipped creature has taunt. (It must be blocked if able.)
Equip 3
Intel Thopter 2
Artifact Creature — Thopter (U)
Flying
Whenever Intel Thopter deals combat damage to a player, you may sacrifice it. If you do, draw two cards, then discard a card.
1/1
Magician’s Mirror 4
Artifact (M)
0: Each of two target creatures you control becomes a copy of the other until end of turn.
Mimic’s Mask 3
Artifact — Equipment (R)
Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
Turn a face-down exiled creature card face up: Equipped creature becomes a copy of that card until end of turn.
Equip 1
Mysterious Totem 3
Artifact (U)
Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
T, Exile two cards from your hand face down: Put a face-down exiled card you own into your hand. You may look at cards exiled to activate this ability for as long as they’re exiled.
Painter’s Shield 1
Artifact — Equipment (U)
Equipped creature gets +0/+3 and has “T: Add one mana of any color to your mana pool.”
Equip 2
Schemer’s Bauble 3
Artifact (C)
Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
Sacrifice Schemer’s Bauble: Shuffle any number of face-down exiled cards you own into your library, then draw a card.
Schemer’s Tome 3
Artifact (U)
When Schemer’s Tome enters the battlefield, you may plot. (Create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)
4, T: Draw a card.
T, Sacrifice a Plan: Draw a card.
Shackles of the Aimless 3
Artifact (R)
Players can’t cast instant and sorcery spells that have no targets.
Trickster’s Armory 5
Artifact (R)
Creatures you control get +1/+1.
Mystery (At the beginning of your upkeep, you may exile the top card of your library face down. You may look at it for as long as it’s exiled.)
T, Turn a face-down exiled creature card face up: Creatures you control gain first strike until end of turn if the exiled card has first strike. The same is true for flying, deathtouch, double strike, haste, hexproof, indestructible, lifelink, menace, reach, taunt, trample, and vigilance.
Land (R)
As Dustbowl Grove enters the battlefield, you may reveal a red or green card from your hand. If you don’t, Dustbowl Grove enters the battlefield tapped.
T: Add R or G to your mana pool.
Glimmering Battlegrounds
Land (C)
Glimmering Battlegrounds enters the battlefield tapped.
Whenever an opponent is dealt combat damage, untap Glimmering Battlegrounds.
T: Add C to your mana pool.
1, T: Add one mana of any color to your mana pool.
Glistening Cliff
Land (R)
As Glistening Cliff enters the battlefield, you may reveal a white or blue card from your hand. If you don’t, Glistening Cliff enters the battlefield tapped.
T: Add W or U to your mana pool.
Mystic Pools
Land (U)
T: Add C to your mana pool.
T: Add one mana of any color to your mana pool. Activate this ability only during an opponent’s turn.
Scaped Bluff
Land (R)
1, T: Sacrifice Scaped Bluff: Search your library for a land card and reveal it. If it’s basic, put it onto the battlefield, then shuffle your library. Otherwise, shuffle your library, then put it on top.
Scholar’s Tower
Land (C)
T: Add C to your mana pool.
6, T: Draw a card.
Shadowed Ridge
Land (R)
As Shadowed Ridge enters the battlefield, you may reveal a black or red card from your hand. If you don’t, Shadowed Ridge enters the battlefield tapped.
T: Add B or R to your mana pool.
Still Marsh
Land (R)
As Still Marsh enters the battlefield, you may reveal a blue or black card from your hand. If you don’t, Still Marsh enters the battlefield tapped.
T: Add U or B to your mana pool.
Trickster’s Outpost
Land (U)
T: Add C to your mana pool.
2, Sacrifice Trickster’s Outpost: Plot. Activate this ability only any time you could cast a sorcery. (To plot, create a colorless Plan artifact token with “2, Sacrifice this artifact: The next card you cast this turn may be cast as though it had flash.”)
Warded Canopy
Land (R)
As Warded Canopy enters the battlefield, you may reveal a green or white card from your hand. If you don’t, Warded Canopy enters the battlefield tapped.
T: Add G or W to your mana pool.
Whispering Stones
Land (U)
T: Add C to your mana pool.
Whenever a creature enters the battlefield under your control, you may have Whispering Stones become a 1/1 Elemental creature until end of turn. It’s still a land.
3: Whispering Stones gets +1/+1 until end of turn. Activate this ability only if it’s a creature.
Taunt - Taunting Elf - an iconic creature - doesn't have taunt. I think this is a rather big mistake. Is this worth keywording? It seems like you want this to be evergreen, but it's boring and as a block mechanic it doesn't make sense. Either taunting is a thing or it isn't.
Informed - as long as any card has been revealed? This feels really uncomfortable. Revealing cards is VERY easy to do multiple times. Often it's perpetual as a static effect. I could see making this a madness-style trigger (If this is revealed, you may play it for it's revelation cost, blah blah) or getting a small effect for revealing it "Foreshadow - when you reveal this, do x" where x is a smaller version of the spell's effect.
Mystery - Still hate this. So much work, so much book keeping... and all for nothing?
All Souls End - "Players can't play creature spells until your next turn" (IE, no freebie turn for you.)
Ambushing Defenses - Question: Would this be broken if the "Informed" part of the spell was automatically part of the spell? If not, just do that. This is not a payoff for triggering informed, and it's not interesting, and even when it's printed w/o the drawback, it's mediocre.
Archon of Evaporation - This doesn't feel white. Yes, white gets exiling, but this isn't you exiling, it's letting everyone exile willy nilly for... cards? White don't play that.
Armorer’s Bluff - What? There's gold here, but Liar's Pendulum should tell you how to word this. (PS, maybe make a cycle, ability word it bluff?). By the way, this card is interesting only in the initial concept; what the card does - put some +1/+1 counters whether you win or lose the bluff? Utterly uninteresting and needlessly complex. THIS SHOULD BE FUN; as is it's a chore!
Blinding-Light Angel - Let's be clear; a 5/5 flying angel for 3WW wouldn't see play in constructed. This is worse than that. This has some odd "reveal 2!" trigger... obviously to fuel informed (but you're informing your enemy????). It's just lousy design. If Informed was Revelation (see above), this would be fine (IE, boring but acceptable mechanicwise), as you're revealing the card, then playing it (madness style). To play a 2nd revelation, you'd need another trigger. But Informed doesn't work like this; this triggers all of your informed cards. It's like Morbid or Revolt... but without the card disadvantage. EVERY TIME YOU ATTACK. On a common!
Inform Enabler Name TBD 3WW
Creature - Angel (C)
Amplify 2 (As this object enters the battlefield, reveal any number of cards from your hand that share a creature type with it. This permanent comes into play with 2 +1/+1 counters on it for each card revealed this way.)
flying
3/3
or
Inform Enabler Name TBD 3WW
Creature - Angel (C)
flying
Forewarn (When this creature enters the battlefield, you may reveal any number of cards in your hand that share a color with it. Put that many +1/+1 counters on ~.)
3/3
Braced Militia - Consider:
Forewarned Militia 2W
Creature - Human Solider
Forewarn (When this creature enters the battlefield, you may reveal any number of cards in your hand that share a color with it. Put that many +1/+1 counters on ~.)
2/1
French vanilla > Ability word vanilla. The fact this is solid in limited and has constructed potentiality in a mono color deck is good design to boot. (Again, Amplify works here too!)
Capturing Scout - Gideon's Lawkeeper, Binding Mummy. Both are fringe playable. This? Not. Why waste people's time with a card they'll throw out after draft?
Braggard Swordsman - Lorwyn had a cycle. Reveal another creature of the same type, or pay 3. I don't see why yours gets off cheap. If you draw it late game w/ no cards to reveal - tough luck fella! That's the tradeoff!
Bright-Eyed Recruiter - This perfectly illustrates what's wrong with Plots. You don't want to plot. You want to get things off of sacrificing artifact tokens. Clues always draw you a card. With this design dead-end, you'll be activating an activated ability "to give flash", and then not play anything with flash.
The sad fact is that unless your set is upwards of 30% sorceries with no instants, giving flash is pretty much at best going to used as a combat trick to play creatures from your hand. But all this really means is that players don't attack. Maybe your thinking is that players will know what you have in hand (in limited) due to you giving them this information... but now all you're asking is for your opponent to take detailed notes on what is you reveal each turn (never your full hand, mind you) and then piece together what's missing. So you don't actually solve the problem of "every attack could be an ambush", leading to obscenely long games and every new player that windmills lands late game losing because they can't bluff.
Honestly? I thought "Plots" gave flash to sorceries exclusively. Narrow, but it doesn't warp combat. If you're wed to this idea, besides a flavor-related name-change, I think you need to restrict it to sorceries, and print LOTS of them. Let it be a set about conjuring wizards and shamans and whatnot all trying to cast their big spells.
Prepare (Create a colorless Ingredient artifact token with "Sacrifice this artifact: Add C to your mana pool. Use this mana only to play sorceries with X in their mana pool. That spell has hexproof.")
Notice that this mechanic is all about me playing SPELLS. It tells me that there's a vertical cycle of colored X spells that are high draft targets. My goal is to build up Ingredients throughout the game, and spend them on big spells that do things to affect the game. This block? The X spells block. Counterspells can be somewhat pushed because they wreck non-X spells, but lose to X spells.
As is, Plan doesn't tell me anything except that I need need to pretend that everything my opponent has in hand has flash. Meaning now I don't just need to memorize the instants in the format; I need to know every single card in the format and how it would affect me if I attack with my 2/3 creature right now.