Undercity Djinn1UUBB
Creature - Djinn Rogue
Flying
Whenever ~ deals combat damage to a player, cards in your hand gain Transmute 1UB until the end of the turn.
4/3
X-Eyed Assailant1BB
Creature - Dauthi Assassin
Shadow 1BB, Sacrifice ~: Choose one or both—Target creature gains shadow until end of turn; and/or, destroy target creature with shadow.
2/1
Ire of Nightfall1BB
Creature - Horror
You may pay 0 rather than pay ~'s mana cost if two or more Swamps entered the battlefield this turn. B: ~ gains haste and intimidate until end of turn.
2/2
Violent CorpseBBR
Creature - Zombie Berserker
At the beginning of your upkeep, if ~ is in your graveyard, you may sacrifice a creature you control. If you do, return ~ to the battlefield. It has haste until the end of turn.
3/2
Yawning WanderlingWU
Creature - Elemental
Flash
When ~ enters the battlefield, tap target creature. It doesn't untap during its controller's next untap step.
1/3
Undercity MerfolkUUB
Creature - Merfolk Rogue
~ is unblockable. UB: The next time ~ would deal combat damage to a player, you may prevent that damage. If you do, that player discards a card and puts the top 3 cards of his or her library into his or her graveyard.
1/1
Priest of New GodsRW
Creature - Human Cleric Soldier
Flash, Haste
When ~ enters the battlefield, prevent the next 1 damage that would be dealt to target creature. If damage is prevented this way, ~ deals twice that much damage to target creature.
1/2
Ocular NeophyteURG
Creature - Cyclops Shaman
At the beginning of your end step, you may reveal at the top card of your library. If it is a creature card, untap all creatures you control that attacked this turn.
2/3
Pressure Chamber Whelp2UR
Creature - Dragon Wizard
Flying
Whenever you cast an instant or sorcery spell, put a pressure counter on ~.
~ gets +1/+0 for each pressure counter on it.
At the beginning of your upkeep, if ~ has 5 or more pressure counters, sacrifice it. If you do, draw 3 cards.
2/2
Fealty Dragon1RRWU
Creature - Dragon
Flying, Vigilance
As long as you own ~, it has haste.
At the beginning of each player's upkeep, that player may pay 5. If he or she does, he or she gains control of ~.
5/5
Artifact Creature - Scarecrow
When ~ enters the battlefield or dies, untap up to two target lands.
1/3
Type 2
GW Populate
EDH
WB Teysa
WU Isperia
Creature - Djinn Rogue
Flying
Whenever ~ deals combat damage to a player, cards in your hand gain Transmute 1UB until the end of the turn.
4/3
Type 2
GW Populate
EDH
WB Teysa
WU Isperia
Creature - Dauthi Assassin
Shadow
1BB, Sacrifice ~: Choose one or both—Target creature gains shadow until end of turn; and/or, destroy target creature with shadow.
2/1
Type 2
GW Populate
EDH
WB Teysa
WU Isperia
Creature - Horror
~ costs 1 less to cast for each Human creature that entered the battlefield this turn.
Flash
5/3
Type 2
GW Populate
EDH
WB Teysa
WU Isperia
Creature - Horror
You may pay 0 rather than pay ~'s mana cost if two or more Swamps entered the battlefield this turn.
B: ~ gains haste and intimidate until end of turn.
2/2
Type 2
GW Populate
EDH
WB Teysa
WU Isperia
Creature - Zombie Berserker
At the beginning of your upkeep, if ~ is in your graveyard, you may sacrifice a creature you control. If you do, return ~ to the battlefield. It has haste until the end of turn.
3/2
Type 2
GW Populate
EDH
WB Teysa
WU Isperia
Creature - Elemental
Flash
When ~ enters the battlefield, tap target creature. It doesn't untap during its controller's next untap step.
1/3
Type 2
GW Populate
EDH
WB Teysa
WU Isperia
Creature - Merfolk Rogue
~ is unblockable.
UB: The next time ~ would deal combat damage to a player, you may prevent that damage. If you do, that player discards a card and puts the top 3 cards of his or her library into his or her graveyard.
1/1
Type 2
GW Populate
EDH
WB Teysa
WU Isperia
Creature - Human Cleric Soldier
Flash, Haste
When ~ enters the battlefield, prevent the next 1 damage that would be dealt to target creature. If damage is prevented this way, ~ deals twice that much damage to target creature.
1/2
Type 2
GW Populate
EDH
WB Teysa
WU Isperia
Creature - Bat
Flying
Protection from elves
1/1
Type 2
GW Populate
EDH
WB Teysa
WU Isperia
Creature - Cyclops Shaman
At the beginning of your end step, you may reveal at the top card of your library. If it is a creature card, untap all creatures you control that attacked this turn.
2/3
Type 2
GW Populate
EDH
WB Teysa
WU Isperia
Creature - Squid Scout
When ~ enters the battlefield, untap any number of target Islands you control.
1/3
Type 2
GW Populate
EDH
WB Teysa
WU Isperia
Creature - Dragon Wizard
Flying
Whenever you cast an instant or sorcery spell, put a pressure counter on ~.
~ gets +1/+0 for each pressure counter on it.
At the beginning of your upkeep, if ~ has 5 or more pressure counters, sacrifice it. If you do, draw 3 cards.
2/2
Type 2
GW Populate
EDH
WB Teysa
WU Isperia
Creature - Dragon
Flying, Vigilance
As long as you own ~, it has haste.
At the beginning of each player's upkeep, that player may pay 5. If he or she does, he or she gains control of ~.
5/5
Type 2
GW Populate
EDH
WB Teysa
WU Isperia
Creature - Eye Knight
Defender
As long as you control no nonwhite creatures, ~ loses defender and gains intimidate and vigilance
2/5
Type 2
GW Populate
EDH
WB Teysa
WU Isperia