Parseltongue is part of a cycle of alternate win condition enchantments so I probably won't end up cutting it but definitely can do with a name change. Perhaps as for the missing "fatty" I will use this art: http://vignette3.wikia.nocookie.net/l5r/images/f/f5/Yobanjin_Wyrm.jpg/revision/latest?cb=20101227183623 for a "Wurm Rider". Something I was considering putting into mythic with voyage but might bump down to rare... Changing Court Danger to "Untap all permanents you control" instead of strictly better Dramatic Entrance. Realmweave could probably either just search for basics OR cost more, though there is already a spell in uncommmon... Might end up cutting Sikh Tracker for a bigger (Wurm) Voyager...
Caliph’s Courier2GG
Creature — Human Warrior (R)
Voyage (As this creature enters the battlefield, put a +1/+1 counter on it for each land card you reveal in your hand.)
Each other creature you control enters the battlefield with an additional X +1/+1 counters on it, where X is the number of +1/+1 counters on Caliph’s Courier.
2/2
Court Danger3GG
Instant (R)
You may pay CCC any time you could cast a sorcery rather than pay Court Danger’s mana cost.
You may put a green creature card from your hand onto the battlefield.
Crush of Hooves3GG
Sorcery (R)
Creatures you control gain trample and get +X/+X until end of turn, where X is the number of creatures you control.
Emissary of Worlds2G
Creature — Human Scout (R)
When Emissary of Worlds enters the battlefield, search your library for any number of basic land cards and exile them. Then shuffle your library. T: Put a card you own exiled with Emissary of Worlds into your hand.
2/2
Gem Peddler1G
Creature — Human Rogue (R)
Voyage (As this creature enters the battlefield, put a +1/+1 counter on it for each land card you reveal in your hand.) T: Add G to your mana pool for each +1/+1 counter on Gem Peddler.
0/1
Khidhir, Wayward Sage1GG
Legendary Creature — Human Advisor (R)
If you would draw a card, you may instead choose land or nonland and reveal cards from the top of your library until you reveal a card of the chosen kind. Put that card into your hand and put all other cards revealed this way on the bottom of your library in any order.
2/3
Parseltongue2G
Enchantment (R)
At the beginning of your upkeep, put a 1/1 green Snake creature token onto the battlefield. Then, if you control twenty or more Snake creatures, you win the game.
RealmweaveXG
Sorcery (R)
Search your library for up to X land cards, reveal them, and put them into your hand. Then shuffle your library.
Sikh Tracker4G
Creature — Human Rogue (R)
Voyage (As this creature enters the battlefield, put a +1/+1 counter on it for each land card you reveal in your hand.)
When Sikh Tracker enters the battlefield, draw a card for each +1/+1 counter on it.
2/2
Den CobrasG
Creature — Snake (U)
Flash
Defender, deathtouch
Den Cobras’s power and toughness are each equal to the number of Snake creatures you control.
*/*
Erg Archer2G
Creature — Human Archer (U)
Flash
Reach
Voyage (As this creature enters the battlefield, put a +1/+1 counter on it for each land card you reveal in your hand.)
1/4
Erg Champion3G
Creature — Human Warrior (U)
Voyage (As this creature enters the battlefield, put a +1/+1 counter on it for each land card you reveal in your hand.)
Each creature you control with a +1/+1 counter on it has trample.
3/2
Essence CharmGG
Instant (U)
Choose one —
• Double the number of +1/+1 counters on target creature.
• Return target creature or land card from your graveyard to your hand.
• You gain 5 life.
Gallant Steed1G
Creature — Horse (U)
Voyage (As this creature enters the battlefield, put a +1/+1 counter on it for each land card you reveal in your hand.)
When Gallant Steed enters the battlefield, return a permanent you control to its owner’s hand.
2/2
Perilous Journey2G
Sorcery (U)
Look at the top five cards of your library. You may reveal any number of land cards from among them and put the revealed cards into your hand. Put the rest into your graveyard.
Serpent SongXGG
Sorcery (U)
Put X 1/1 green Snake creature tokens onto the battlefield.
Snake Charmer2G
Creature — Human Shaman (U)
When Snake Charmer enters the battlefield, put a 1/1 green Snake creature token onto the battlefield. G: Regenerate target Snake.
1/1
Sufi Mystic1GG
Creature — Human Nomad (U)
Voyage (As this creature enters the battlefield, put a +1/+1 counter on it for each land card you reveal in your hand.)
Each creature you control with a +1/+1 counter on it has hexproof. “And you? When will you begin that long journey into yourself?”
1/1
Travel Guide3G
Creature — Human Scout (U)
Voyage (As this creature enters the battlefield, put a +1/+1 counter on it for each land card you reveal in your hand.) T: Target creature gets +1/+1 until end of turn for each +1/+1 counter on Travel Guide.
2/2
Viper’s Nest1GG
Enchantment — Aura (U)
Enchant land
Enchanted land has “T: Put a 1/1 green Snake creature token onto the battlefield.”
Wali BattlemageGG
Creature — Human Monk (U) G, T: Put a +1/+1 counter on target creature. C, T: Remove a counter from target permanent.
2/2
Changed the mana cost on Wandering Physician and cut Weary Traveler for Camel Rider. Seal of Jandor does need to be better, though is part of a cycle of seals which each pay homage to a card from the original Arabian Night's set. Dropped Snake Charmer to being a 1/1 instead of a 2/2.
Asp Attack1G
Instant (C)
Put two 1/1 green Snake creature tokens onto the battlefield.
Bore Wurm4GG
Creature — Wurm (C)
Voyage (As this creature enters the battlefield, put a +1/+1 counter on it for each land card you reveal in your hand.)
5/5
Camel Rider2G
Creature — Human (C)
Voyage (As this creature enters the battlefield, put a +1/+1 counter on it for each land card you reveal in your hand.)
2/2
Caravan Carriers1G
Creature — Beast (C)
Defender (This creature can’t attack.)
When Caravan Carriers enters the battlefield, put a +1/+1 counter on target creature.
0/4
Cross the Desert2G
Sorcery (C)
Search your library for up to one basic land card and up to one Desert land card, reveal those cards, and put one onto the battlefield and the other into your hand. Then shuffle your library.
Dune-Brood Scorpion2G
Creature — Scorpion (C)
Deathtouch
Dune-Brood Scorpion enters the battlefield with a +1/+1 counter on it if C was spent to cast it.
1/3
Fade into Antiqutity2G
Sorcery (C)
Exile target artifact or enchantment.
Fearless Charge1G
Instant (C)
Target creature gets +2/+2 until end of turn and can’t be blocked this turn by creatures with power less than it’s power. Though I walk through the valley of the shadow of death, I will fear no evil: for thou art with me.
Mount Up!G
Sorcery (C)
Target creature gains haste until end of turn.
Draw a card.
Mystic DancerG
Creature — Human Monk (C) T: Add C to your mana pool.
1/1
Rise Above3G
Instant (C)
Put two +1/+1 counters on target creature. That creature gains reach until end of turn.
Seal of JandorG
Enchantment (C)
Sacrifice Seal of Jandor: Untap target creature.
Snake Charmer2G
Creature — Human Shaman (C)
When Snake Charmer enters the battlefield, put a 1/1 green Snake creature token onto the battlefield. G: Regenerate target Snake.
1/1
Two-Humped Camel3G
Creature — Camel (C)
When Two-Humped Camel enters the battlefield, you may search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle your library.
2/2
Verdant Resurgence1G
Instant (C)
Put any number of target land cards from your graveyard on top of your library.
Draw a card. They tried to bury us. They didn’t know we were seeds.
Wandering Physician2GG
Creature — Human Monk (C)
Voyage (As this creature enters the battlefield, put a +1/+1 counter on it for each land card you reveal in your hand.)
When Wandering Physician enters the battlefield, you gain 2 life for each land it voyaged.
2/2
Wayfinder Wolf1G
Creature — Wolf (C)
When Wayfinder Wolf enters the battlefield, you may search your library for a basic land card, reveal it, then shuffle your library and put that card on top of it.
2/2
Gem PeddlerG
Creature - Human Rogue (R)
Voyage 1 (As this enters the battlefield, you may discard any number of land cards. This creature enters the battlefield with that many +1/+1 counters on it.)
When Gem Peddler enters the battlefield, add one mana of any color to your mana pool for each land it voyaged.
1/1
Thank you both for your great feedback as always. I've already made a few changes to the card renders with some of the updated material. I noticed also that I was doing an alternate win condition cycle of enchantments at rare and I forgot to put one in black, so I am cutting Greed and adding this:
Nowhere Nexus3BB
Enchantment (R) 0: Destroy Nowhere Nexus. You skip your next turn. Any player may activate this ability. CCCCCCCCCC: Target player loses the game.
Also, decided to cut Reanimator Ghoul and replace it with this, an engine for the Nowhere Nexus --
Crypt Ghoul2B
Creature - Zombie Wizard (R)
Whenever you tap a Swamp for mana, add C to your mana pool (in addition to the mana the land produces).
2/2
Also random black flavored artifact -
Scorpion Clamp2
Artifact (R)
You may choose not to untap Scorpion Clamp during your untap step. T: Target creature gets -1/-1 for as long as Scorpion Clamp remains tapped. 1: Scorpion Clamp becomes a 1/1 black Scorpion artifact creature with deathtouch until end of turn.
Baghdad Grifters5B
Creature — Human Mercenary (C)
Whenever a creature enters the battlefield under an opponent’s control, its controller loses 1 life.
3/3
Call of the Khabál1B
Sorcery (C)
Unholy (You may cast this card from you graveyard by paying life equal to its converted mana cost in addition to paying its other costs.)
Return target creature card from your graveyard to your hand.
Dark ArtsB
Enchantment — Aura (C)
Unholy (You may cast this card from you graveyard by paying life equal to its converted mana cost in addition to paying its other costs.)
Enchant creature
Enchanted creature gets +2/+1.
Death CultistB
Creature — Human Wizard (C)
Sacrifice Death Cultist: Target player loses 1 life and you gain 1 life.
1/1
Ghoul Banshee2B
Creature — Spirit (C)
Menace (This creature can’t be blocked except by two or more creatures.)
When Ghoul Banshee enters the battlefield or dies, put the top two cards of your library into your graveyard.
2/1
Into the NightB
Sorcery (C)
Put the top three cards of your library into your graveyard.
Draw a card.
Juzám GraspBB
Instant (C)
Destroy target non-Demon, non-Djinn, non-Efreet creature. Hate has never yet dispelled hate.
Sahir Sorcerer1B
Creature — Human Wizard (C) T, Pay 1 life: Add C to your mana pool.
1/1
Saracen Soldiers1B
Creature — Human Soldier (C)
2/2
Scavenging Vulture3B
Creature — Bird (C)
Flying
Whenever another creature dies, you may gain 1 life.
2/2
Seal of NailahB
Enchantment (C)
Sacrifice Seal of Nailah: Target creature has base power and toughness 0/2 until end of turn.
Silent Killer1B
Creature — Human Assassin (C)
Skulk (This creature can’t be blocked by creatures with greater power.)
Whenever Silent Killer attacks, each opponent loses 1 life.
1/1
Sinister StrikeB
Instant (C)
Target creature gets -1/-1 until end of turn. Its controller loses 1 life.
Striker Scorpion2BB
Creature — Scorpion (C)
Deathtouch
When Striker Scorpion enters the battlefield, target creature an opponent controls gets -1/-1 until end of turn.
2/2
Vizier Lich2B
Creature — Zombie Advisor (C)
Unholy (You may cast this card from you graveyard by paying life equal to its converted mana cost in addition to paying its other costs.)
Vizier Lich enters the battlefield tapped.
2/2
Wall of Empires2B
Creature — Wall (C)
Defender (This creature can’t attack.)
When Wall of Empires enters the battlefield, each opponent loses X life, where X is the number of creatures with defender you control. You gain life equal to the life lost this way.
0/3
Waste Warrior1B
Creature — Skeleton Warrior (C)
Waste Warrior enters the battlefield with a +1/+1 counter on it if C was spent to cast it. 1B: Regenerate Waste Warrior.
1/1
Wither Away1B
Enchantment — Aura (C)
Enchant creature
Enchanted creature gets -2/-2.
Enchanted creature gets an additional -2/-2 as long as you control a Desert.
Ancient Demon5B
Creature — Demon Spirit (U)
Unholy (You may cast this card from you graveyard by paying life equal to its converted mana cost in addition to paying its other costs.)
When Ancient Demon enters the battlefield, each player sacrifices a creature.
5/3
Dark MagicianBB
Creature — Human Wizard (U)
When Dark Magician enters the battlefield, target creature card in your graveyard gains unholy until end of turn. (You may cast that card from your graveyard by paying life equal to its converted mana cost in addition to paying its other costs.)
2/2
Demonic VoicesBB
Sorcery (U)
Unholy (You may cast this card from you graveyard by paying life equal to its converted mana cost in addition to paying its other costs.)
Target player discards a card.
Diamond Valley Ripper3B
Creature — Human Assassin (U)
Deathtouch
Whenever a creature dealt damage by Diamond Valley Ripper this turn dies, you gain life equal to that creature’s toughness.
2/3
Grievance2B
Enchantment (U)
Whenever a creature dies, target player loses 1 life and you gain 1 life. None of you should wish for death, for if he is a good-doer, he may increase his good deeds, and if he is a evil-doer, he may stop the evil deeds and repent.
Hasran Marrow-Witch3B
Creature — Ogre Shaman (U)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Pay 3 life: Add C to your mana pool.
3/2
Kafir BattlemageBB
Creature — Human Wizard (U) B, T: Each opponent loses 1 life. C, T: You gain 1 life for each opponent.
2/2
Nekrataal2BB
Creature — Human Assassin (U)
First strike
When Nekrataal enters the battlefield, destroy target nonartifact, nonblack creature. That creature can’t be regenerated.
2/1
Pyramid CharmBB
Instant (U)
Choose one —
• Each opponent loses 2 life. You gain life equal to the life lost this way.
• Destroy target creature. You lose life equal to its power.
• Add BBB to your mana pool.
Sacrificial Altar2B
Enchantment — Aura (U)
Enchant land
Enchanted land has “T, Sacrifice a creature: You gain life equal to the sacrificed creature’s toughness.”
Saracen Sureshots3B
Creature — Human Archer (U)
Defender
Whenever another creature with defender enters the battlefield under your control, target creature an opponent controls gets -1/-1 until end of turn.
4/4
Soul Claim1BB
Sorcery (U)
Unholy (You may cast this card from you graveyard by paying life equal to its converted mana cost in addition to paying its other costs.)
Destroy target nonblack creature.
Usury1B
Sorcery (U)
Unholy (You may cast this card from you graveyard by paying life equal to its converted mana cost in addition to paying its other costs.)
Put a colorless artifact token named Gold onto the battlefield. It has “Sacrifice this artifact: Add one mana of any color to your mana pool.”
Bazaar Bandit1BB
Creature — Human Rogue (R)
Whenever Bazaar Bandit deals combat damage to a player, you may put target colorless card from that player’s graveyard onto the battlefield under your control. (Lands are colorless.)
2/2
End of Days4BB
Sorcery (R)
Unholy (You may cast this card from you graveyard by paying life equal to its converted mana cost in addition to paying its other costs.)
Destroy all creatures.
Eternal DarknessBB
Enchantment — Aura (R)
Unholy (You may cast this card from you graveyard by paying life equal to its converted mana cost in addition to paying its other costs.)
Enchant creature
Enchanted creature gets +1/+1 for each Swamp you control.
Godless Tutor3BB
Instant (R)
You may pay CCC any time you could cast a sorcery rather than pay Godless Tutor’s mana cost.
Search your library for a card and put that card into your hand. Then shuffle your library.
Greed3B
Enchantment (R) B, Pay 2 life: Draw a card. What is a sliver of one’s soul compared to unimaginable wealth?
King Minrood1BB
Legendary Creature — Human Advisor (R)
At the beginning of your upkeep, each opponent loses 1 life. You gain life equal to the life lost this way.
3/3
Otherworldly AssassinB
Creature — Spirit Assassin (R)
Unholy (You may cast this card from you graveyard by paying life equal to its converted mana cost in addition to paying its other costs.)
Otherworldly Assassin can’t block.
2/1
Reanimator Ghoul2B
Creature — Zombie Wizard (R) T: Put target creature card from a graveyard onto the battlefield under your control. You lose life equal to its converted mana cost.
2/2
Sting Agent3BB
Creature — Human Assassin (R)
Deathtouch
When Sting Agent enters the battlefield, put three 1/1 black Scorpion creature tokens with deathtouch onto the battlefield.
2/2
If I don't comment on a card, assume it elicits a 'fine'.
Amiri Djinn: Very old-school effect. Intentional? This seems pretty darn strong. Ardent Scholar: This is always a bear on your turn, which doesn't feel right for a blue common. The body on this guy is tough, though... maybe a 0/3? That way it has more of that prowess 'safe block suddenly becomes a kill' bluffing. Complete Control: I love it. What a flavorful and fun build-around. Crystal Seer: I like it. Definitely hints at a strong colorless theme, which makes sense for Deserts! Desolate: Speaking of Deserts, it seems weird that blue cares about them. Deserts and Blue seem like direct opposites... Disguise: If I remember correctly, this kind of effect is really troublesome rules-wise. (Cytoshape has more significant problems, of course, but that's one of them) Still, the flavor on this is perfect. Your top-down designs are often excellent. Flying Men: The art is perfect. What a good choice of reprint. Lady Fatmia: Interesting in its extreme simplicity. Lamp Lurker: The art reminds me of a Pokemon card, in how it's a physical miniature. Card seems very strong and unusually aggressive for blue at common. Meditateur Shield: New take on the design? I like this as a cantrip a lot more. Mystery School Initiation: This is interesting. Definitely begs to be abused with ETB effects. I'd hope to see a few more ETB effects at common for this. Mystical Charm: Solid all-around, especially in a format with Seeking. Nihil Djinn: Interesting... this is such a small body and has such a narrow Tribal, it seems like it could be weak. But at the same time, making things free is insanely strong. I think, overall, it comes out on top. I like how it definitely makes me think, though! Phantasmal Mirage: For such a lot of text, I think this is a flavor home-run. Seal of Sindbad: This feels extremely weak, but it also is excellent in a Seeking deck. Serendib Spy: Begs for instant-speed draw. Good to see at common. Spread of Knowledge: Depending on the Seeking triggers in the set, this is much better than it normally would be. For example, this and Ardent Scholar are very nice. Storm Sikh: Speaking of Seeking, this would send anyone into the archetype. This card is great. Sultan Djinn: Nice to see a conditional cantrip at common. Also, good with Mystery School Initiation! Summon Djinn: Will we see these snakes and dogs? Tome Homunculus: Seems weak, but this is actually quite strong, is it not? Truth Seeker: I'm not sure I like deliberately messing with prowess stacking. It feels too rules-weird. Ulema Council: A bit sad since it happens after the draw. Whirlwind Djinn: Great. This is the ETB common I was looking for. Strong but not crazy with Mystery School Initaition. Whispers of the Djinn: I like how this seems terrible until you realize how cruel it actually is. Not sure this is fun enough for either player to be worth printing. Wishful Thinking: High in variance. Not sure I like how high variance it is.
Overall: Great stuff! I like the way you've dealt with Seeking in the set so far, it's very tactfully done. Just looking through the blue commons, I can already see a lot of strong and interesting themes. It doesn't look like you have very developed cross-color themes, though. As far as I can tell, Seeking might be in one or two other colors (Green and Black?), the instant/sorcery cards at common are probably for red/blue, but beyond that, I don't see blue/white. Also, I'm excited to see how the other colors deal with Deserts, and whether it's an archetype in Limited for a color pair.
Basically - I can't wait to see more!
Thanks for the awesome feedback. U/W has a blink and defender themes going on for it, but for the most part the set is set up to be a lot like Zendikar Block with monocolor emphasis and some colorless themes to help players pick up any mono or two color pair plus colorless as the mechanics are all mostly like landfall in that they reward players for playing the game without having to build around the mechanics, like Seeking
If I don't comment on a card, assume it elicits a 'fine'.
Amiri Djinn: Very old-school effect. Intentional? This seems pretty darn strong. Ardent Scholar: This is always a bear on your turn, which doesn't feel right for a blue common. The body on this guy is tough, though... maybe a 0/3? That way it has more of that prowess 'safe block suddenly becomes a kill' bluffing. Complete Control: I love it. What a flavorful and fun build-around. Crystal Seer: I like it. Definitely hints at a strong colorless theme, which makes sense for Deserts! Desolate: Speaking of Deserts, it seems weird that blue cares about them. Deserts and Blue seem like direct opposites... Disguise: If I remember correctly, this kind of effect is really troublesome rules-wise. (Cytoshape has more significant problems, of course, but that's one of them) Still, the flavor on this is perfect. Your top-down designs are often excellent. Flying Men: The art is perfect. What a good choice of reprint. Lady Fatmia: Interesting in its extreme simplicity. Lamp Lurker: The art reminds me of a Pokemon card, in how it's a physical miniature. Card seems very strong and unusually aggressive for blue at common. Meditateur Shield: New take on the design? I like this as a cantrip a lot more. Mystery School Initiation: This is interesting. Definitely begs to be abused with ETB effects. I'd hope to see a few more ETB effects at common for this. Mystical Charm: Solid all-around, especially in a format with Seeking. Nihil Djinn: Interesting... this is such a small body and has such a narrow Tribal, it seems like it could be weak. But at the same time, making things free is insanely strong. I think, overall, it comes out on top. I like how it definitely makes me think, though! Phantasmal Mirage: For such a lot of text, I think this is a flavor home-run. Seal of Sindbad: This feels extremely weak, but it also is excellent in a Seeking deck. Serendib Spy: Begs for instant-speed draw. Good to see at common. Spread of Knowledge: Depending on the Seeking triggers in the set, this is much better than it normally would be. For example, this and Ardent Scholar are very nice. Storm Sikh: Speaking of Seeking, this would send anyone into the archetype. This card is great. Sultan Djinn: Nice to see a conditional cantrip at common. Also, good with Mystery School Initiation! Summon Djinn: Will we see these snakes and dogs? Tome Homunculus: Seems weak, but this is actually quite strong, is it not? Truth Seeker: I'm not sure I like deliberately messing with prowess stacking. It feels too rules-weird. Ulema Council: A bit sad since it happens after the draw. Whirlwind Djinn: Great. This is the ETB common I was looking for. Strong but not crazy with Mystery School Initaition. Whispers of the Djinn: I like how this seems terrible until you realize how cruel it actually is. Not sure this is fun enough for either player to be worth printing. Wishful Thinking: High in variance. Not sure I like how high variance it is.
Overall: Great stuff! I like the way you've dealt with Seeking in the set so far, it's very tactfully done. Just looking through the blue commons, I can already see a lot of strong and interesting themes. It doesn't look like you have very developed cross-color themes, though. As far as I can tell, Seeking might be in one or two other colors (Green and Black?), the instant/sorcery cards at common are probably for red/blue, but beyond that, I don't see blue/white. Also, I'm excited to see how the other colors deal with Deserts, and whether it's an archetype in Limited for a color pair.
Basically - I can't wait to see more!
Thanks for the awesome feedback. U/W has a blink and defender themes going on for it, but for the most part the set is set up to be a lot like Zendikar Block with monocolor emphasis and some colorless themes to help players pick up any mono or two color pair plus colorless as the mechanics are all mostly like landfall in that they reward players for playing the game without having to build around the mechanics, like Seeking
Abracadabra3U
Instant (R)
Exile target instant or sorcery from a graveyard. Copy that card. You may cast the copy without paying its mana cost. Exile Abracadabra. I create as I speak.
Alum BattlemageUU
Creature — Human Wizard (U) U, T: Noncreature spells cost 1 less to cast this turn. C, T: Noncreature spells cost 1 more to cast this turn.
2/2
Amiri DjinnUU
Creature — Djinn Wizard (R)
You may choose not to untap Amiri Djinn during your untap step. U, T: Gain control of target creature for as long as you control Amiri Djinn and Amiri Djinn remains tapped.
1/1
Ardent Scholar1U
Creature — Human Wizard (C) Seeking — Whenever you draw a card, Ardent Scholar gets +1/+1 until end of turn. Life is given to the hearts with the light of wisdom as it is given to the dead earth with the abundant rain of the sky.
1/1
Cloud Djinn5U
Creature — Djinn (U)
Flying (This creature can’t be blocked except by creatures with flying or reach.)
Cloud Djinn can block only creatures with flying.
5/4
Complete Control4UU
Enchantment — Aura (R)
Enchant creature
You control enchanted creature.
At the beginning of your upkeep, if you control five or more permanents you don’t own, you win the game.
Crystal Seer1U
Creature — Huma Wizard (C) T: Add C to your mana pool. Spend this mana only to cast a colorless spell, activate an ability of a colorless permanent, or pay a cost that contains C.
1/3
Desolate1UU
Instant (C)
Desolate costs 1 less to cast if you control a Desert.
Counter target spell.
Disguise1U
Instant (U)
Target creature becomes a copy of another target creature until end of turn. Don’t trust your eyes, they lie to you.
Divination2U
Sorcery (C)
Draw two cards. For we know in part and we prophesy in part, but when what is complete comes, what is partial passes away.
Flying MenU
Creature — Human (C)
Flying (This creature can’t be blocked except by creatures with flying or reach.)
1/1
Glimpse MemoriesU
Instant (C)
Scry 3 (To scry 3, look at the top three cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)
Target player puts the top three cards of his or her library into his or her graveyard.
Gnosis3UU
Instant (R)
You may pay CCC any time you could cast a sorcery rather than pay Gnosis’s mana cost.
Draw three cards.
Halls of Learning2U
Enchantment — Aura (U)
Enchant land
Enchanted land has “T: Draw a card, then discard a card.” In an attempt to salvage what was left of the knowledge of the Library of Alexadria, Lady Fatima founded Rabiah Multiversity.
Lady Fatmia1UU
Legendary Creature — Human Mystic (R)
Hexproof (This creature can’t be the target of spells or abilities your opponents control.) T: Draw a card.
0/2
Lamp Lurker3U
Creature — Djinn (C)
Flying (This creature can’t be blocked except by creatures with flying or reach.)
When Lamp Lurker dies, draw a card.
3/1
Mahamoti Djinn4UU
Creature — Djinn (R)
Flying (This creature can’t be blocked except by creatures with flying or reach.) Of royal blood among the spirits of the air, the Mahamoti djinn rides on the wings of the winds. As dangerous in the gambling hall as he is in battle, he is a master of trickery and misdirection.
5/6
Medidateur Shield1U
Enchantment — Aura (C)
Enchant creature
When Medidateur Shield enters the battlefield, draw a card.
Enchanted creature has defender and hexproof.
Merchant Scroll1U
Sorcery (U)
Search your library for a blue instant card, reveal that card, and put it into your hand. Then shuffle your library.
Mnemonic Wall4U
Creature — Wall (C)
Defender
When Mnemonic Wall enters the battlefield, you may return target instant or sorcery card from your graveyard to your hand.
0/4
Mystery School Initiation1U
Enchantment (U) Seeking — Whenever you draw a card, you may exile target creature you control.
Sacrifice Mystery School Initiation: Return each card exiled by Mystery School Initiation to the battlefield under your control.
Mystical CharmUU
Instant (U)
Choose one —
• Counter target sorcery spell.
• Return target creature to its owner’s hand.
• Draw a card.
Nihil Djinn2UUU
Creature — Djinn (R)
Flying (This creature can’t be blocked except by creatures with flying or reach.)
You may pay 0 rather than pay the mana cost for Djinn creature spells you cast.
2/2
OverworkUUU
Sorcery (R)
Target player puts the top X cards of his or her library into his or her graveyard, where X is the number of cards in that player’s graveyard.
Palace Djinns2UU
Creature — Djinn (U)
Defender
Flying (This creature can’t be blocked except by creatures with flying or reach.)
As long as you control another Djinn, Palace Djinns can attack as though it didn’t have defender.
4/4
Phantasmal Mirage2U
Creature — Illusion (C)
When Phantasmal Mirage becomes the target of a spell or ability, sacrifice it.
Phantasmal Mirage enters the battlefield with a +1/+1 counter on it if C was spent to cast it.
4/4
Questing Prince1U
Creature — Human Scout (C) The reward of deeds depends upon the intentions and every person will get the reward according to what he has intended. So whoever emigrated for worldly benefits or for a woman to marry, his emigration was for what he emigrated for.
2/1
Seal of SindbadU
Enchantment (C)
Sacrifice Seal of Sindbad: Draw a card and reveal it. If it isn’t a land card, discard it.
Serendib Spy2U
Creature — Human Rogue (C)
Skulk (This creature can’t be blocked by creatures with greater power.) Seeking — Whenever you draw a card, you may switch Serendib Spy’s power and toughness until end of turn.
1/3
Spread of KnowledgeXUU
Instant (U)
Each player draws X cards. Circulate knowledge and teach the ignorant, for knowledge does not vanish except when it is kept secretly to oneself.
Storm Sikh3U
Creature — Human Rogue (U)
Whenever Storm Sikh deals combat damage to a player, draw a card. Seeking — Whenever you draw a card, you may put a +1/+1 counter on Storm Sikh.
1/1
Sultan Djinn2U
Creature — Djinn (C)
Flying (This creature can’t be blocked except by creatures with flying or reach.)
When Sultan Djinn enters the battlefield, if you control another Djinn creature, draw a card.
2/2
Summon Djinn3U
Instant (C)
Put a 2/2 blue Djinn creature token with flying onto the battlefield. There are three types of Djinn, one of which flies through the air while the rest consist of snakes and dogs.
Tempting Djinn3UU
Creature — Djinn (U)
Flying (This creature can’t be blocked except by creatures with flying or reach.)
Tap an untapped Djinn creature you control: Target creature an opponent controls attacks you this turn if able.
3/3
Tome HomunculusU
Creature — Homunculus (C) Seeking — Whenever you draw a card, you may have target player put the top card of his or her library into his or her graveyard.
1/1
Truth Seeker2UU
Creature — Human Mystic (R)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Seeking — Whenever you draw a card, Truth Seeker gains prowess until end of turn. (Each instance of prowess triggers separately.)
2/2
Ulema Council2U
Creature — Human Advisor (U) Seeking — Whenever you draw a card, you may scry 1. (To scry 1, look at the top card of your library. You may put that card on the bottom of your library.)
2/3
Whirlwind Djinn4U
Creature — Djinn (C)
Flying (This creature can’t be blocked except by creatures with flying or reach.)
When Whirlwind Djinn enters the battlefield, return target creature to its owner’s hand.
2/2
Whispers of the DjinnU
Instant (U)
Search target opponent’s library for a card, then that player shuffles his or her library and puts that card on top of it. Every truth spoken by the djinn is masked by one hundred lies.
Wishful ThinkingU
Sorcery (C)
Name a card, then reveal the top card of your library. If that card is the named card, draw a card.
Draw a card. Careful what you wish for.
Caliph’s Courier 2GG
Creature — Human Warrior (R)
Voyage (As this creature enters the battlefield, put a +1/+1 counter on it for each land card you reveal in your hand.)
Each other creature you control enters the battlefield with an additional X +1/+1 counters on it, where X is the number of +1/+1 counters on Caliph’s Courier.
2/2
Court Danger 3GG
Instant (R)
You may pay CCC any time you could cast a sorcery rather than pay Court Danger’s mana cost.
You may put a green creature card from your hand onto the battlefield.
Crush of Hooves 3GG
Sorcery (R)
Creatures you control gain trample and get +X/+X until end of turn, where X is the number of creatures you control.
Emissary of Worlds 2G
Creature — Human Scout (R)
When Emissary of Worlds enters the battlefield, search your library for any number of basic land cards and exile them. Then shuffle your library.
T: Put a card you own exiled with Emissary of Worlds into your hand.
2/2
Gem Peddler 1G
Creature — Human Rogue (R)
Voyage (As this creature enters the battlefield, put a +1/+1 counter on it for each land card you reveal in your hand.)
T: Add G to your mana pool for each +1/+1 counter on Gem Peddler.
0/1
Khidhir, Wayward Sage 1GG
Legendary Creature — Human Advisor (R)
If you would draw a card, you may instead choose land or nonland and reveal cards from the top of your library until you reveal a card of the chosen kind. Put that card into your hand and put all other cards revealed this way on the bottom of your library in any order.
2/3
Parseltongue 2G
Enchantment (R)
At the beginning of your upkeep, put a 1/1 green Snake creature token onto the battlefield. Then, if you control twenty or more Snake creatures, you win the game.
Realmweave XG
Sorcery (R)
Search your library for up to X land cards, reveal them, and put them into your hand. Then shuffle your library.
Sikh Tracker 4G
Creature — Human Rogue (R)
Voyage (As this creature enters the battlefield, put a +1/+1 counter on it for each land card you reveal in your hand.)
When Sikh Tracker enters the battlefield, draw a card for each +1/+1 counter on it.
2/2
Creature — Snake (U)
Flash
Defender, deathtouch
Den Cobras’s power and toughness are each equal to the number of Snake creatures you control.
*/*
Desert Twister 4GG
Sorcery (U)
Destroy target permanent.
Erg Archer 2G
Creature — Human Archer (U)
Flash
Reach
Voyage (As this creature enters the battlefield, put a +1/+1 counter on it for each land card you reveal in your hand.)
1/4
Erg Champion 3G
Creature — Human Warrior (U)
Voyage (As this creature enters the battlefield, put a +1/+1 counter on it for each land card you reveal in your hand.)
Each creature you control with a +1/+1 counter on it has trample.
3/2
Essence Charm GG
Instant (U)
Choose one —
• Double the number of +1/+1 counters on target creature.
• Return target creature or land card from your graveyard to your hand.
• You gain 5 life.
Gallant Steed 1G
Creature — Horse (U)
Voyage (As this creature enters the battlefield, put a +1/+1 counter on it for each land card you reveal in your hand.)
When Gallant Steed enters the battlefield, return a permanent you control to its owner’s hand.
2/2
Perilous Journey 2G
Sorcery (U)
Look at the top five cards of your library. You may reveal any number of land cards from among them and put the revealed cards into your hand. Put the rest into your graveyard.
Serpent Song XGG
Sorcery (U)
Put X 1/1 green Snake creature tokens onto the battlefield.
Snake Charmer 2G
Creature — Human Shaman (U)
When Snake Charmer enters the battlefield, put a 1/1 green Snake creature token onto the battlefield.
G: Regenerate target Snake.
1/1
Sufi Mystic 1GG
Creature — Human Nomad (U)
Voyage (As this creature enters the battlefield, put a +1/+1 counter on it for each land card you reveal in your hand.)
Each creature you control with a +1/+1 counter on it has hexproof.
“And you? When will you begin that long journey into yourself?”
1/1
Travel Guide 3G
Creature — Human Scout (U)
Voyage (As this creature enters the battlefield, put a +1/+1 counter on it for each land card you reveal in your hand.)
T: Target creature gets +1/+1 until end of turn for each +1/+1 counter on Travel Guide.
2/2
Viper’s Nest 1GG
Enchantment — Aura (U)
Enchant land
Enchanted land has “T: Put a 1/1 green Snake creature token onto the battlefield.”
Wali Battlemage GG
Creature — Human Monk (U)
G, T: Put a +1/+1 counter on target creature.
C, T: Remove a counter from target permanent.
2/2
Asp Attack 1G
Instant (C)
Put two 1/1 green Snake creature tokens onto the battlefield.
Bore Wurm 4GG
Creature — Wurm (C)
Voyage (As this creature enters the battlefield, put a +1/+1 counter on it for each land card you reveal in your hand.)
5/5
Camel Rider 2G
Creature — Human (C)
Voyage (As this creature enters the battlefield, put a +1/+1 counter on it for each land card you reveal in your hand.)
2/2
Caravan Carriers 1G
Creature — Beast (C)
Defender (This creature can’t attack.)
When Caravan Carriers enters the battlefield, put a +1/+1 counter on target creature.
0/4
Cross the Desert 2G
Sorcery (C)
Search your library for up to one basic land card and up to one Desert land card, reveal those cards, and put one onto the battlefield and the other into your hand. Then shuffle your library.
Dune-Brood Scorpion 2G
Creature — Scorpion (C)
Deathtouch
Dune-Brood Scorpion enters the battlefield with a +1/+1 counter on it if C was spent to cast it.
1/3
Fade into Antiqutity 2G
Sorcery (C)
Exile target artifact or enchantment.
Fearless Charge 1G
Instant (C)
Target creature gets +2/+2 until end of turn and can’t be blocked this turn by creatures with power less than it’s power.
Though I walk through the valley of the shadow of death, I will fear no evil: for thou art with me.
Mount Up! G
Sorcery (C)
Target creature gains haste until end of turn.
Draw a card.
Mystic Dancer G
Creature — Human Monk (C)
T: Add C to your mana pool.
1/1
Rise Above 3G
Instant (C)
Put two +1/+1 counters on target creature. That creature gains reach until end of turn.
Seal of Jandor G
Enchantment (C)
Sacrifice Seal of Jandor: Untap target creature.
Snake Charmer 2G
Creature — Human Shaman (C)
When Snake Charmer enters the battlefield, put a 1/1 green Snake creature token onto the battlefield.
G: Regenerate target Snake.
1/1
Two-Humped Camel 3G
Creature — Camel (C)
When Two-Humped Camel enters the battlefield, you may search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle your library.
2/2
Verdant Resurgence 1G
Instant (C)
Put any number of target land cards from your graveyard on top of your library.
Draw a card.
They tried to bury us. They didn’t know we were seeds.
Wandering Physician 2GG
Creature — Human Monk (C)
Voyage (As this creature enters the battlefield, put a +1/+1 counter on it for each land card you reveal in your hand.)
When Wandering Physician enters the battlefield, you gain 2 life for each land it voyaged.
2/2
Wayfinder Wolf 1G
Creature — Wolf (C)
When Wayfinder Wolf enters the battlefield, you may search your library for a basic land card, reveal it, then shuffle your library and put that card on top of it.
2/2
Wild Stallion GG
Creature — Horse (C)
2/3
Gem Peddler G
Creature - Human Rogue (R)
Voyage 1 (As this enters the battlefield, you may discard any number of land cards. This creature enters the battlefield with that many +1/+1 counters on it.)
When Gem Peddler enters the battlefield, add one mana of any color to your mana pool for each land it voyaged.
1/1
Nowhere Nexus 3BB
Enchantment (R)
0: Destroy Nowhere Nexus. You skip your next turn. Any player may activate this ability.
CCCCCCCCCC: Target player loses the game.
Also, decided to cut Reanimator Ghoul and replace it with this, an engine for the Nowhere Nexus --
Crypt Ghoul 2B
Creature - Zombie Wizard (R)
Whenever you tap a Swamp for mana, add C to your mana pool (in addition to the mana the land produces).
2/2
Also random black flavored artifact -
Scorpion Clamp 2
Artifact (R)
You may choose not to untap Scorpion Clamp during your untap step.
T: Target creature gets -1/-1 for as long as Scorpion Clamp remains tapped.
1: Scorpion Clamp becomes a 1/1 black Scorpion artifact creature with deathtouch until end of turn.
Baghdad Grifters 5B
Creature — Human Mercenary (C)
Whenever a creature enters the battlefield under an opponent’s control, its controller loses 1 life.
3/3
Call of the Khabál 1B
Sorcery (C)
Unholy (You may cast this card from you graveyard by paying life equal to its converted mana cost in addition to paying its other costs.)
Return target creature card from your graveyard to your hand.
Dark Arts B
Enchantment — Aura (C)
Unholy (You may cast this card from you graveyard by paying life equal to its converted mana cost in addition to paying its other costs.)
Enchant creature
Enchanted creature gets +2/+1.
Death Cultist B
Creature — Human Wizard (C)
Sacrifice Death Cultist: Target player loses 1 life and you gain 1 life.
1/1
Ghoul Banshee 2B
Creature — Spirit (C)
Menace (This creature can’t be blocked except by two or more creatures.)
When Ghoul Banshee enters the battlefield or dies, put the top two cards of your library into your graveyard.
2/1
Into the Night B
Sorcery (C)
Put the top three cards of your library into your graveyard.
Draw a card.
Juzám Grasp BB
Instant (C)
Destroy target non-Demon, non-Djinn, non-Efreet creature.
Hate has never yet dispelled hate.
Sahir Sorcerer 1B
Creature — Human Wizard (C)
T, Pay 1 life: Add C to your mana pool.
1/1
Saracen Soldiers 1B
Creature — Human Soldier (C)
2/2
Scavenging Vulture 3B
Creature — Bird (C)
Flying
Whenever another creature dies, you may gain 1 life.
2/2
Seal of Nailah B
Enchantment (C)
Sacrifice Seal of Nailah: Target creature has base power and toughness 0/2 until end of turn.
Silent Killer 1B
Creature — Human Assassin (C)
Skulk (This creature can’t be blocked by creatures with greater power.)
Whenever Silent Killer attacks, each opponent loses 1 life.
1/1
Sinister Strike B
Instant (C)
Target creature gets -1/-1 until end of turn. Its controller loses 1 life.
Striker Scorpion 2BB
Creature — Scorpion (C)
Deathtouch
When Striker Scorpion enters the battlefield, target creature an opponent controls gets -1/-1 until end of turn.
2/2
Vizier Lich 2B
Creature — Zombie Advisor (C)
Unholy (You may cast this card from you graveyard by paying life equal to its converted mana cost in addition to paying its other costs.)
Vizier Lich enters the battlefield tapped.
2/2
Wall of Empires 2B
Creature — Wall (C)
Defender (This creature can’t attack.)
When Wall of Empires enters the battlefield, each opponent loses X life, where X is the number of creatures with defender you control. You gain life equal to the life lost this way.
0/3
Waste Warrior 1B
Creature — Skeleton Warrior (C)
Waste Warrior enters the battlefield with a +1/+1 counter on it if C was spent to cast it.
1B: Regenerate Waste Warrior.
1/1
Wither Away 1B
Enchantment — Aura (C)
Enchant creature
Enchanted creature gets -2/-2.
Enchanted creature gets an additional -2/-2 as long as you control a Desert.
Ancient Demon 5B
Creature — Demon Spirit (U)
Unholy (You may cast this card from you graveyard by paying life equal to its converted mana cost in addition to paying its other costs.)
When Ancient Demon enters the battlefield, each player sacrifices a creature.
5/3
Dark Magician BB
Creature — Human Wizard (U)
When Dark Magician enters the battlefield, target creature card in your graveyard gains unholy until end of turn. (You may cast that card from your graveyard by paying life equal to its converted mana cost in addition to paying its other costs.)
2/2
Demonic Voices BB
Sorcery (U)
Unholy (You may cast this card from you graveyard by paying life equal to its converted mana cost in addition to paying its other costs.)
Target player discards a card.
Diamond Valley Ripper 3B
Creature — Human Assassin (U)
Deathtouch
Whenever a creature dealt damage by Diamond Valley Ripper this turn dies, you gain life equal to that creature’s toughness.
2/3
Grievance 2B
Enchantment (U)
Whenever a creature dies, target player loses 1 life and you gain 1 life.
None of you should wish for death, for if he is a good-doer, he may increase his good deeds, and if he is a evil-doer, he may stop the evil deeds and repent.
Hasran Marrow-Witch 3B
Creature — Ogre Shaman (U)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Pay 3 life: Add C to your mana pool.
3/2
Kafir Battlemage BB
Creature — Human Wizard (U)
B, T: Each opponent loses 1 life.
C, T: You gain 1 life for each opponent.
2/2
Nekrataal 2BB
Creature — Human Assassin (U)
First strike
When Nekrataal enters the battlefield, destroy target nonartifact, nonblack creature. That creature can’t be regenerated.
2/1
Pyramid Charm BB
Instant (U)
Choose one —
• Each opponent loses 2 life. You gain life equal to the life lost this way.
• Destroy target creature. You lose life equal to its power.
• Add BBB to your mana pool.
Sacrificial Altar 2B
Enchantment — Aura (U)
Enchant land
Enchanted land has “T, Sacrifice a creature: You gain life equal to the sacrificed creature’s toughness.”
Saracen Sureshots 3B
Creature — Human Archer (U)
Defender
Whenever another creature with defender enters the battlefield under your control, target creature an opponent controls gets -1/-1 until end of turn.
4/4
Soul Claim 1BB
Sorcery (U)
Unholy (You may cast this card from you graveyard by paying life equal to its converted mana cost in addition to paying its other costs.)
Destroy target nonblack creature.
Usury 1B
Sorcery (U)
Unholy (You may cast this card from you graveyard by paying life equal to its converted mana cost in addition to paying its other costs.)
Put a colorless artifact token named Gold onto the battlefield. It has “Sacrifice this artifact: Add one mana of any color to your mana pool.”
Bazaar Bandit 1BB
Creature — Human Rogue (R)
Whenever Bazaar Bandit deals combat damage to a player, you may put target colorless card from that player’s graveyard onto the battlefield under your control. (Lands are colorless.)
2/2
End of Days 4BB
Sorcery (R)
Unholy (You may cast this card from you graveyard by paying life equal to its converted mana cost in addition to paying its other costs.)
Destroy all creatures.
Eternal Darkness BB
Enchantment — Aura (R)
Unholy (You may cast this card from you graveyard by paying life equal to its converted mana cost in addition to paying its other costs.)
Enchant creature
Enchanted creature gets +1/+1 for each Swamp you control.
Godless Tutor 3BB
Instant (R)
You may pay CCC any time you could cast a sorcery rather than pay Godless Tutor’s mana cost.
Search your library for a card and put that card into your hand. Then shuffle your library.
Greed 3B
Enchantment (R)
B, Pay 2 life: Draw a card.
What is a sliver of one’s soul compared to unimaginable wealth?
King Minrood 1BB
Legendary Creature — Human Advisor (R)
At the beginning of your upkeep, each opponent loses 1 life. You gain life equal to the life lost this way.
3/3
Otherworldly Assassin B
Creature — Spirit Assassin (R)
Unholy (You may cast this card from you graveyard by paying life equal to its converted mana cost in addition to paying its other costs.)
Otherworldly Assassin can’t block.
2/1
Reanimator Ghoul 2B
Creature — Zombie Wizard (R)
T: Put target creature card from a graveyard onto the battlefield under your control. You lose life equal to its converted mana cost.
2/2
Sting Agent 3BB
Creature — Human Assassin (R)
Deathtouch
When Sting Agent enters the battlefield, put three 1/1 black Scorpion creature tokens with deathtouch onto the battlefield.
2/2
Thanks for the awesome feedback. U/W has a blink and defender themes going on for it, but for the most part the set is set up to be a lot like Zendikar Block with monocolor emphasis and some colorless themes to help players pick up any mono or two color pair plus colorless as the mechanics are all mostly like landfall in that they reward players for playing the game without having to build around the mechanics, like Seeking
Thanks for the awesome feedback. U/W has a blink and defender themes going on for it, but for the most part the set is set up to be a lot like Zendikar Block with monocolor emphasis and some colorless themes to help players pick up any mono or two color pair plus colorless as the mechanics are all mostly like landfall in that they reward players for playing the game without having to build around the mechanics, like Seeking
Abracadabra 3U
Instant (R)
Exile target instant or sorcery from a graveyard. Copy that card. You may cast the copy without paying its mana cost. Exile Abracadabra.
I create as I speak.
Alum Battlemage UU
Creature — Human Wizard (U)
U, T: Noncreature spells cost 1 less to cast this turn.
C, T: Noncreature spells cost 1 more to cast this turn.
2/2
Amiri Djinn UU
Creature — Djinn Wizard (R)
You may choose not to untap Amiri Djinn during your untap step.
U, T: Gain control of target creature for as long as you control Amiri Djinn and Amiri Djinn remains tapped.
1/1
Ardent Scholar 1U
Creature — Human Wizard (C)
Seeking — Whenever you draw a card, Ardent Scholar gets +1/+1 until end of turn.
Life is given to the hearts with the light of wisdom as it is given to the dead earth with the abundant rain of the sky.
1/1
Cloud Djinn 5U
Creature — Djinn (U)
Flying (This creature can’t be blocked except by creatures with flying or reach.)
Cloud Djinn can block only creatures with flying.
5/4
Complete Control 4UU
Enchantment — Aura (R)
Enchant creature
You control enchanted creature.
At the beginning of your upkeep, if you control five or more permanents you don’t own, you win the game.
Crystal Seer 1U
Creature — Huma Wizard (C)
T: Add C to your mana pool. Spend this mana only to cast a colorless spell, activate an ability of a colorless permanent, or pay a cost that contains C.
1/3
Desolate 1UU
Instant (C)
Desolate costs 1 less to cast if you control a Desert.
Counter target spell.
Disguise 1U
Instant (U)
Target creature becomes a copy of another target creature until end of turn.
Don’t trust your eyes, they lie to you.
Divination 2U
Sorcery (C)
Draw two cards.
For we know in part and we prophesy in part, but when what is complete comes, what is partial passes away.
Flying Men U
Creature — Human (C)
Flying (This creature can’t be blocked except by creatures with flying or reach.)
1/1
Glimpse Memories U
Instant (C)
Scry 3 (To scry 3, look at the top three cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)
Target player puts the top three cards of his or her library into his or her graveyard.
Gnosis 3UU
Instant (R)
You may pay CCC any time you could cast a sorcery rather than pay Gnosis’s mana cost.
Draw three cards.
Halls of Learning 2U
Enchantment — Aura (U)
Enchant land
Enchanted land has “T: Draw a card, then discard a card.”
In an attempt to salvage what was left of the knowledge of the Library of Alexadria, Lady Fatima founded Rabiah Multiversity.
Lady Fatmia 1UU
Legendary Creature — Human Mystic (R)
Hexproof (This creature can’t be the target of spells or abilities your opponents control.)
T: Draw a card.
0/2
Lamp Lurker 3U
Creature — Djinn (C)
Flying (This creature can’t be blocked except by creatures with flying or reach.)
When Lamp Lurker dies, draw a card.
3/1
Mahamoti Djinn 4UU
Creature — Djinn (R)
Flying (This creature can’t be blocked except by creatures with flying or reach.)
Of royal blood among the spirits of the air, the Mahamoti djinn rides on the wings of the winds. As dangerous in the gambling hall as he is in battle, he is a master of trickery and misdirection.
5/6
Medidateur Shield 1U
Enchantment — Aura (C)
Enchant creature
When Medidateur Shield enters the battlefield, draw a card.
Enchanted creature has defender and hexproof.
Merchant Scroll 1U
Sorcery (U)
Search your library for a blue instant card, reveal that card, and put it into your hand. Then shuffle your library.
Mnemonic Wall 4U
Creature — Wall (C)
Defender
When Mnemonic Wall enters the battlefield, you may return target instant or sorcery card from your graveyard to your hand.
0/4
Mystery School Initiation 1U
Enchantment (U)
Seeking — Whenever you draw a card, you may exile target creature you control.
Sacrifice Mystery School Initiation: Return each card exiled by Mystery School Initiation to the battlefield under your control.
Mystical Charm UU
Instant (U)
Choose one —
• Counter target sorcery spell.
• Return target creature to its owner’s hand.
• Draw a card.
Nihil Djinn 2UUU
Creature — Djinn (R)
Flying (This creature can’t be blocked except by creatures with flying or reach.)
You may pay 0 rather than pay the mana cost for Djinn creature spells you cast.
2/2
Overwork UUU
Sorcery (R)
Target player puts the top X cards of his or her library into his or her graveyard, where X is the number of cards in that player’s graveyard.
Palace Djinns 2UU
Creature — Djinn (U)
Defender
Flying (This creature can’t be blocked except by creatures with flying or reach.)
As long as you control another Djinn, Palace Djinns can attack as though it didn’t have defender.
4/4
Phantasmal Mirage 2U
Creature — Illusion (C)
When Phantasmal Mirage becomes the target of a spell or ability, sacrifice it.
Phantasmal Mirage enters the battlefield with a +1/+1 counter on it if C was spent to cast it.
4/4
Questing Prince 1U
Creature — Human Scout (C)
The reward of deeds depends upon the intentions and every person will get the reward according to what he has intended. So whoever emigrated for worldly benefits or for a woman to marry, his emigration was for what he emigrated for.
2/1
Seal of Sindbad U
Enchantment (C)
Sacrifice Seal of Sindbad: Draw a card and reveal it. If it isn’t a land card, discard it.
Serendib Spy 2U
Creature — Human Rogue (C)
Skulk (This creature can’t be blocked by creatures with greater power.)
Seeking — Whenever you draw a card, you may switch Serendib Spy’s power and toughness until end of turn.
1/3
Spread of Knowledge XUU
Instant (U)
Each player draws X cards.
Circulate knowledge and teach the ignorant, for knowledge does not vanish except when it is kept secretly to oneself.
Storm Sikh 3U
Creature — Human Rogue (U)
Whenever Storm Sikh deals combat damage to a player, draw a card.
Seeking — Whenever you draw a card, you may put a +1/+1 counter on Storm Sikh.
1/1
Sultan Djinn 2U
Creature — Djinn (C)
Flying (This creature can’t be blocked except by creatures with flying or reach.)
When Sultan Djinn enters the battlefield, if you control another Djinn creature, draw a card.
2/2
Summon Djinn 3U
Instant (C)
Put a 2/2 blue Djinn creature token with flying onto the battlefield.
There are three types of Djinn, one of which flies through the air while the rest consist of snakes and dogs.
Tempting Djinn 3UU
Creature — Djinn (U)
Flying (This creature can’t be blocked except by creatures with flying or reach.)
Tap an untapped Djinn creature you control: Target creature an opponent controls attacks you this turn if able.
3/3
Tome Homunculus U
Creature — Homunculus (C)
Seeking — Whenever you draw a card, you may have target player put the top card of his or her library into his or her graveyard.
1/1
Truth Seeker 2UU
Creature — Human Mystic (R)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Seeking — Whenever you draw a card, Truth Seeker gains prowess until end of turn. (Each instance of prowess triggers separately.)
2/2
Ulema Council 2U
Creature — Human Advisor (U)
Seeking — Whenever you draw a card, you may scry 1. (To scry 1, look at the top card of your library. You may put that card on the bottom of your library.)
2/3
Whirlwind Djinn 4U
Creature — Djinn (C)
Flying (This creature can’t be blocked except by creatures with flying or reach.)
When Whirlwind Djinn enters the battlefield, return target creature to its owner’s hand.
2/2
Whispers of the Djinn U
Instant (U)
Search target opponent’s library for a card, then that player shuffles his or her library and puts that card on top of it.
Every truth spoken by the djinn is masked by one hundred lies.
Wishful Thinking U
Sorcery (C)
Name a card, then reveal the top card of your library. If that card is the named card, draw a card.
Draw a card.
Careful what you wish for.
Some damaging effects with Dominator Drone, Nettle Drone, Flayer Drone and ETB trigger abuse to push wins through with Conspiracy/Xenograft and Reaper King + Token producers. Adaptive Automoton , Mirari's Wake, Eldrazi Monument, Ruination Guide all act as anthem effects to also push for increased damage from Scion, Spawn, Sand, and Myr tokens.
1 Phantasmal Image
1 Scarecrone
1 Scuttlemutt
1 Pilgrim's Eye
1 Wild-Field Scarecrow
1 Adaptive Automaton
1 Burnished Hart
1 Trinket Mage
1 Eldrazi Skyspawner
1 Dominator Drone
1 Flayer Drone
1 Nettle Drone
1 Ruination Guide
1 Eldrazi Displacer
1 Phyrexian Metamorph
1 Solemn Simulacrum
1 Eyeless Watcher
1 Dune-Brood Nephilim
1 Clever Impersonator
1 Precursor Golem
1 Emrakul's Hatcher
1 Etched Monstrosity
1 Duplicant
1 Sun Titan
1 Brood Monitor
1 Sandstone Oracle
1 Myr Battlesphere
1 Grim Poppet
1 Kozilek, the Great Distortion
1 Tezzeret the Seeker
1 Venser, the Sojourner
//Instant
1 Vampiric Tutor
//Sorcery
1 Demonic Tutor
1 Yawgmoth's Will
1 Rite of Replication
1 Bring to Light
1 All Is Dust
//Enchantment
1 Sylvan Library
1 Necromancy
1 Mirari's Wake
1 Conspiracy
1 Xenograft
//Artifact
1 Mox Opal
1 Lotus Petal
1 Mana Crypt
1 Expedition Map
1 Sol Ring
1 Sensei's Divining Top
1 Skullclamp
1 Brittle Effigy
1 Wayfarer's Bauble
1 Prophetic Prism
1 Kaleidostone
1 Grim Monolith
1 Blade of Selves
1 Mycosynth Wellspring
1 Chromatic Lantern
1 Sculpting Steel
1 Birthing Pod
1 Eldrazi Monument
1 Staff of Nin
1 Spine of Ish Sah
1 Command Tower
1 Myriad Landscape
1 Blighted Woodland
1 Crumbling Vestige
1 City of Brass
1 Cavern of Souls
1 Gemstone Mine
1 Mirrodin's Core
1 Mana Confluence
1 Tendo Ice Bridge
1 Command Beacon
1 Ancient Tomb
1 Eldrazi Temple
1 Eye of Ugin
1 Murmuring Bosk
1 Verdant Catacombs
1 Windswept Heath
1 Wooded Foothills
1 Misty Rainforest
1 Volrath's Stronghold
1 Academy Ruins
3 Plains
5 Island
3 Swamp
2 Mountain
3 Forest