Whenever this creature deals combat damage to a player, put a +1/+1 counter on it.
Cunning Action — : This creature can't be blocked this turn.
She puts some coin in the Guild's pocket and sends a message at the same time.
Flying
Iymrith has ward as long as it's untapped.
Whenever Iymrith deals combat damage to a player, draw a card. Then if you have fewer than three cards in hand, draw cards equal to the difference.
Dominate Monster — When this creature enters, gain control of target creature for as long as you control this creature.
"Shed your thoughts and let my will flow through you."
[+2]: Draw two cards, then put a card from your hand on the bottom of your library.
[−2]: Create a blue Dog Illusion creature token with "This token's power and toughness are each equal to twice the number of cards in your hand."
[−10]: Exchange your hand and library, then shuffle. You get an emblem with "You have no maximum hand size."
Until end of turn, target creature becomes a Dragon with base power and toughness 4/4 and gains flying. (It loses all other creature types.)
"Your purpose may change along with your shape, but you will serve regardless."
Flying
Grant an Advantage — If you would roll one or more dice, instead roll that many dice plus one and ignore the lowest roll.
Pixies are well known as pranksters, but some delight in more helpful magic.
Choose target creature an opponent controls, then roll a d20.
1—9 | Return it to its owner's hand.
10—19 | Its owner puts it on their choice of the top or bottom of their library.
20 | Gain control of it until the end of your next turn.
Flash
Enchant creature
When this Aura enters, if enchanted creature is red, tap it.
As long as enchanted creature is red, it loses all abilities.
Enchanted creature doesn't untap during its controller's untap step.
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Frost giants carry the trophies of their greatest victories into battle, fashioned into armor of strength and savage beauty.
Flash
Cone of Cold — When this creature enters, choose target creature an opponent controls, then roll a d20.
1—9 | Tap that creature.
10—20 | Tap that creature. It doesn't untap during its controller's next untap step.
Defender
: Venture into the dungeon. Activate only as a sorcery. (Enter the first room or advance to the next room.)
The way opened before him, and the dust of centuries stirred in the air.
Target creature gets -2/-0 until end of turn.
Draw a card.
"Metal armor? A poor choice."
Whenever this creature deals combat damage to a player, venture into the dungeon. (Enter the first room or advance to the next room.)
"Ah, the old 'trap door under a rug' trick. This is almost too easy."
Flying
When this creature enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Wings take flight on whispered wind.
Whenever this creature deals combat damage to a player, draw a card.
"My psychic blade cuts the mind and severs thoughts. Even if you survive, you'll never remember I was here."
Choose target player. Return half the creatures they control to their owner's hand, rounded up.
Don't.
Draw a card for each different mana value among nonland cards in your graveyard.
A lucky draw from the Deck of Many Things gave Voltusk an inexplicable flash of understanding that he spent the rest of his life trying to repeat.
Each opponent exiles cards from the top of their library until that player has exiled cards with total mana value 20 or greater.
The raging behir reared back, opened its terrible maw . . . and collapsed in a fit of horrifying giggles.
Invoke Duplicity — Equipped creature gets +1/+1 and has "Whenever this creature deals combat damage to a player, you may sacrifice Trickster's Talisman. If you do, create a token that's a copy of this creature."
Equip
"Lady Luck, smile on me!"
Target artifact or creature becomes a copy of another target artifact or creature.
Maybe a little too convincing.
(Gain the next level as a sorcery to add its ability.)
You have no maximum hand size.
: Level 2
When this Class becomes level 2, draw two cards.
: Level 3
Whenever you draw a card, put a +1/+1 counter on target creature you control.
: Exile target instant or sorcery card from a graveyard. Roll a d20. Activate only as a sorcery.
1—9 | Copy that card. You may cast the copy.
10—19 | Copy that card. You may cast the copy by paying rather than paying its mana cost.
20 | Copy each card exiled with this artifact. You may cast any number of the copies without paying their mana costs.
Choose one —
• Fight the Current — Return target nonland permanent to its owner's hand.
• Find a Crossing — Target creature gets +1/+0 until end of turn and can't be blocked this turn.
Choose one —
• Foil Their Scheme — Counter target spell.
• Learn Their Secrets — Draw two cards, then discard two cards.
"Give me just a moment! I almost have it."
Choose one —
• Distract the Guard — Tap target creature.
• Hide — Target creature you control gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
"Looks like we've got company."
This creature can't be blocked as long as it's attacking alone.
Whenever this creature deals combat damage to a player, venture into the dungeon. (Enter the first room or advance to the next room.)
Silent. Slithering. Sinister.
When Acererak enters, if you haven't completed Tomb of Annihilation, return Acererak to its owner's hand and venture into the dungeon.
Whenever Acererak attacks, for each opponent, you create a 2/2 black Zombie creature token unless that player sacrifices a creature of their choice.
Binding Contract — If you would draw a card, exile the top card of your library face down instead.
: Draw seven cards.
: Return all cards exiled with Asmodeus to their owner's hand and you lose that much life.
When this creature enters, choose one —
• Antimagic Cone — Each opponent sacrifices an enchantment of their choice.
• Fear Ray — Creatures you control gain menace until end of turn. (A creature with menace can't be blocked except by two or more creatures.)
Flying
Acid Breath — When this creature enters, target creature an opponent controls gets -3/-3 until end of turn.
Black dragons revel in the collapse of humanoid kingdoms.
At the beginning of your end step, if you lost 2 or more life this turn, create a 2/2 black Zombie creature token.
, Exile The Book of Vile Darkness and artifacts you control named Eye of Vecna and Hand of Vecna: Create Vecna, a legendary 8/8 black Zombie God creature token with indestructible and all triggered abilities of the exiled cards.
Target opponent reveals their hand. You choose a nonland card from it. Exile that card. If an instant card or a card with flash is exiled this way, they lose 1 life. Otherwise, you lose 1 life.
"Relax. I'm a professional."
When this creature dies, venture into the dungeon. (Enter the first room or advance to the next room.)
Those who die in the dungeon become its guardians.
As an additional cost to cast this spell, sacrifice an artifact or creature.
Draw two cards and create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
"That's a pretty ring! Trade you my knife for it."
Skeletons, Vampires, and Zombies you control get +1/+1.
At the beginning of your end step, if a creature died this turn, you may pay . If you do, create a 1/1 black Skeleton creature token.
"The Reaper bids you rise!"
Target opponent discards two cards, mills two cards, and loses 2 life. (To mill a card, a player puts the top card of their library into their graveyard.)
The good will be corrupted, the kind will be devoured, and all will be dragged into the bottomless Abyss.
Target opponent discards a card. If mana from a Treasure was spent to cast this spell, instead that player reveals their hand, you choose a nonland card from it, then that player discards that card.
"I'll know what you know soon enough."
—Nihiloor, Xanathar Guild spymaster
Reach
Whenever this creature deals combat damage to a player, create a 2/1 black Spider creature token with menace and reach.
Though their forms embody Lolth's image, driders are those unfortunate drow who have failed the Spider Queen.
This creature enters tapped.
Whenever you complete a dungeon, you may return this card from your graveyard to your hand.
"I think of it as giving them another chance to achieve their potential."
—Nestus Wrasse, necromancer
Flash
Flying
Ebondeath enters tapped.
You may cast this card from your graveyard if a creature not named Ebondeath, Dracolich died this turn.
Target creature gets -11/-11 until end of turn.
In the end, there was nothing beautiful to be seen.
Return up to one target creature card from your graveyard to your hand. Venture into the dungeon. (Enter the first room or advance to the next room.)
A doom denied—or, perhaps, delayed.
Until end of turn, target creature gains "When this creature dies, return it to the battlefield tapped under its owner's control with a +1/+1 counter on it."
A drastic measure for dangerous times.
Menace
, , Pay 1 life: Create a Treasure token.
: Target creature gets +2/+0 until end of turn. If mana from a Treasure was spent to activate this ability, that creature also gains deathtouch until end of turn.
Engulf — When this creature enters, exile target non-Ooze creature an opponent controls until this creature leaves the battlefield.
Dissolve — : Put target creature card with mana value X exiled with this creature into its owner's graveyard.
Destroy target creature or planeswalker. Create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Freed from the need to pay tribute to the dragon, the villages gladly paid the dragon-slayers instead.
Flash
Tragic Backstory — Cast this spell only if a creature died this turn.
There is a stillness that walks with him, the quiet that follows great tragedy, when even the mourners are too exhausted to weep.
Circle of Death — : Roll a d20.
1—9 | Each opponent loses 2 life.
10—19 | Each opponent loses 2 life and you gain 2 life.
20 | Each opponent loses 2 life and you gain 2 life. Create two Treasure tokens. (They're artifacts with ", Sacrifice this token: Add one mana of any color.")
When this creature enters, if mana from a Treasure was spent to cast it, you draw a card and you lose 1 life.
"I'll take care of it. You just be sure to hold up your end of the deal."
Whenever this creature deals combat damage to a player, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
"And to think, a year ago I was picking pockets in Waterdeep."
Sneak Attack — Whenever this creature attacks, roll a d20.
1—9 | This creature gains deathtouch until end of turn.
10—19 | It gets +1/+0 and gains deathtouch until end of turn.
20 | It gets +3/+0 and gains first strike and deathtouch until end of turn.
Whenever a creature you control dies, put a loyalty counter on Lolth.
[0]: You draw a card and you lose 1 life.
[−3]: Create two 2/1 black Spider creature tokens with menace and reach.
[−8]: You get an emblem with "Whenever an opponent is dealt combat damage by one or more creatures you control, if that player lost less than 8 life this turn, they lose life equal to the difference."
Flash
Flying
Tail Spikes — When this creature enters, destroy target creature an opponent controls that was dealt damage this turn.
Destroy target non-Angel, non-Demon, non-Devil, non-Dragon creature.
Aramil issued a long, heroic challenge, then the lich felled him with a single word.
Enchant creature
When this Aura enters, venture into the dungeon. (Enter the first room or advance to the next room.)
Enchanted creature gets -2/-2. It gets -5/-5 instead as long as you've completed a dungeon.
Target creature gets -4/-1 until end of turn. If that creature is white, it gets -4/-4 until end of turn instead.
Erigan cried out in pain as a hideous weakness settled into his bones.
Whenever equipped creature attacks, it gains deathtouch until end of turn.
Whenever equipped creature attacks alone, defending player loses 2 life and you gain 2 life.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Sacrifice another creature: This creature gets +2/+2 until end of turn. Activate only once each turn.
Ghouls devour the dead and any living creatures unwary enough to fall into their grasp.
When this creature dies, choose one —
• Target creature an opponent controls gets -1/-1 until end of turn.
• Create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
When this creature enters, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
, Sacrifice another creature or a Treasure: Draw a card.
"Buy something or get out."