Living Spores :1mana::symg::symg:
Enchantment - Aura
Enchanted creature gets +1/+1 for each spore counter on ~ and has ":symtap:: Attach all Auras enchanting this creature to target creature other than this creature. Then put a spore counter on ~."
Emotional Outbreak :3mana::symw:
Enchantment
Enchant Creature
Enchanted creature gains double strike. If enchanted creature attacks, it is destroyed at end of combat.
Rantor the remembed :4mana::symw::symw:
Legendary Creature -- Dragon Cleric
~ is indestructible.
:5mana::symw:, :symtap:: Each player sacrifices all creatures they control. They may then choose 1 creature in their respective graveyard and put it into play.
5/4
Avatar of Destruction :6mana::symr::symr::symr:
Creature -- Avatar
If you sacrifice 3 lands, ~ costs less to play.
Sacrifice a land: Target creature can't attack this turn.
6/6
Desolation Strike :1mana::symr::symr::symr:
Instant
~ deals 3 damage to each attacking and blocking creature.
At the end of the combat phase, if ~ and 3 or more creatures were destroyed in battle, remove ~ from the game and put a 3/3 red Avatar creature token into play.
Destructive Cyronax:2mana::symr::symr:
Enchantment
Cumulitive upkeep--Deal 3 damage to target creature you control.
When ~ is removed from play, put a X/X into play where X is the number of age counters on ~.
Blizzard's Wrath:1mana::symu::symu:
Snow Sorcery
All nonsnow creatures return to their owner's hand.
:snow:: Target creature becomes a snow creature until end of turn. Either player may activate this ability.
Cavern in the Shadows
Land -- Cavern
When ~ comes into play, return a non-cavern land you control to your hand.
During your upkeep, sacrifice ~ unless you sacrifice a bat.
:symtap:: Add one to your mana pool.
:3mana::symtap:, Sacrifice a creature: Put X bat tokens with flying into play where X is the sacrificed creatures converted mana cost. Then lose Y life where Y is that creatures power.
Dark Necromancer :2mana::symb::symb:
Creature -- Vampire Wizard
Flying, lifelink
:3mana:: Put a 1/1 black bat token into play with flying.
:symtap:, Sacrifice X bat tokens: Gain control of target creature in a graveyard with converted mana cost X or less. You lose Y life where Y is that creatures power.
3/3
Chaos Aura :2mana::symr::symr:
Enchantment -- Aura
Enchant Creature
:symtap:: Enchanted Creature gets +1/-1 and protection from white until end of turn.
Jhoira's Toolbox:5mana:
Artifact
All instants and sorceries in your hand have buyback. Their buyback cost is equal to their mana cost.
:3mana::symtap:: All instants and sorceries in target graveyard have flashback. Their flashback cost is equal to their mana cost.
Pool of Thought :symu::symu::symu:
Enchantment
All cards have "When this card comes into play, scry 2."
Whenever you draw a card outside of your draw step, you may gain 1 life.
Next: A man is standing in the middle of a giant black pool. He is looking very sorrowful.
Savior of the stopped :3mana::symg::symg:
Creature - Elemental
:symtap:: Destory target parmenament that stops players from playing a certain type of card.
2/3
Enchantment - Aura
Enchanted creature gets +1/+1 for each spore counter on ~ and has ":symtap:: Attach all Auras enchanting this creature to target creature other than this creature. Then put a spore counter on ~."
Enchantment
Enchant Creature
Enchanted creature gains double strike. If enchanted creature attacks, it is destroyed at end of combat.
Legendary Creature -- Dragon Cleric
~ is indestructible.
:5mana::symw:, :symtap:: Each player sacrifices all creatures they control. They may then choose 1 creature in their respective graveyard and put it into play.
5/4
Creature -- Avatar
If you sacrifice 3 lands, ~ costs less to play.
Sacrifice a land: Target creature can't attack this turn.
6/6
Instant
~ deals 3 damage to each attacking and blocking creature.
At the end of the combat phase, if ~ and 3 or more creatures were destroyed in battle, remove ~ from the game and put a 3/3 red Avatar creature token into play.
Enchantment
Cumulitive upkeep--Deal 3 damage to target creature you control.
When ~ is removed from play, put a X/X into play where X is the number of age counters on ~.
Snow Sorcery
All nonsnow creatures return to their owner's hand.
:snow:: Target creature becomes a snow creature until end of turn. Either player may activate this ability.
Land -- Cavern
When ~ comes into play, return a non-cavern land you control to your hand.
During your upkeep, sacrifice ~ unless you sacrifice a bat.
:symtap:: Add one to your mana pool.
:3mana::symtap:, Sacrifice a creature: Put X bat tokens with flying into play where X is the sacrificed creatures converted mana cost. Then lose Y life where Y is that creatures power.
Creature -- Vampire Wizard
Flying, lifelink
:3mana:: Put a 1/1 black bat token into play with flying.
:symtap:, Sacrifice X bat tokens: Gain control of target creature in a graveyard with converted mana cost X or less. You lose Y life where Y is that creatures power.
3/3
Enchantment -- Aura
Enchant Creature
:symtap:: Enchanted Creature gets +1/-1 and protection from white until end of turn.
Creature - Human Wizard
All other creatures in play lose all abilities.
2/2
Artifact
All instants and sorceries in your hand have buyback. Their buyback cost is equal to their mana cost.
:3mana::symtap:: All instants and sorceries in target graveyard have flashback. Their flashback cost is equal to their mana cost.
Enchantment
All cards have "When this card comes into play, scry 2."
Whenever you draw a card outside of your draw step, you may gain 1 life.
Next: A man is standing in the middle of a giant black pool. He is looking very sorrowful.
Creature - Elemental
:symtap:: Destory target parmenament that stops players from playing a certain type of card.
2/3
Instant
Split Second
All lands target player controls becomes tapped. They then skip their next untap step.