, : Roll a d20 and subtract the number of cards in your hand. If the result is 0 or less, discard your hand.
1—9 | Return a card at random from your graveyard to your hand.
10—19 | Draw two cards.
20 | Put a creature card from any graveyard onto the battlefield under your control. When that creature dies, its owner loses the game.
: Add .
, : Venture into the dungeon. Activate only as a sorcery. (Enter the first room or advance to the next room.)
"Wait, is that a secret door? I can't tell for sure . . . there's some blood in the way."
When Eye of Vecna enters, you draw a card and you lose 2 life.
At the beginning of your upkeep, you may pay . If you do, you draw a card and you lose 2 life.
"I see all things as they truly are! I see . . . decay in all flesh, and betrayal in every heart."
Climb Over — : Target Wall can't block this turn.
Tie Up — , : Target creature doesn't untap during its controller's next untap step.
Rappel Down — , : Venture into the dungeon. Activate only as a sorcery. (Enter the first room or advance to the next room.)
Equipped creature gets +4/+0.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
"If you're so mighty, scaled one, then why are you dead?"
At the beginning of combat on your turn, equipped creature or a creature you control named Vecna gets +X/+X until end of turn, where X is the number of cards in your hand.
Equip—Pay 1 life for each card in your hand.
Equip
Vigilance
This creature attacks or blocks each combat if able.
Once an iron golem is set to a task, it won't turn aside until that task is complete or it has been destroyed.
Equipped creature gets +0/+1 and has ward . (Whenever equipped creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Equip . Activate only once each turn.
Lightweight, flexible, and protective.
, Sacrifice this artifact: Add one mana of any color.
: This artifact becomes a Shapeshifter artifact creature with base power and toughness 3/3 until end of turn.
Equipped creature gets +1/+0 and has "Whenever this creature attacks, you may sacrifice Spare Dagger. When you do, this creature deals 1 damage to any target."
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Flash
, , Sacrifice this artifact: Choose target creature, then roll a d20.
1—9 | This artifact deals 5 damage to that creature.
10—20 | This artifact deals 5 damage to that creature. Create a Treasure token.
, Sacrifice this artifact: Roll a d20.
1 | Trapped! — You lose 3 life.
2—9 | Create five Treasure tokens.
10—19 | You gain 3 life and draw three cards.
20 | Search your library for a card. If it's an artifact card, you may put it onto the battlefield. Otherwise, put that card into your hand. Then shuffle.
If you control two or more other lands, this land enters tapped.
: Add .
: This land becomes a 3/4 white Dragon creature with flying until end of turn. It's still a land.
If you control two or more other lands, this land enters tapped.
: Add .
: Until end of turn, this land becomes a 3/2 red Goblin creature with "Whenever this creature attacks, create a 1/1 red Goblin creature token that's tapped and attacking." It's still a land.
This land enters tapped.
: Add .
, , Tap an untapped legendary creature you control: Venture into the dungeon. Activate only as a sorcery. (Enter the first room or advance to the next room.)
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Parts of Faerûn still churn with the magic of arrogant Netherese archmages long dead.
If you control two or more other lands, this land enters tapped.
: Add .
: Until end of turn, this land becomes a 7/7 blue Giant creature with ward . It's still a land. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
If you control two or more other lands, this land enters tapped.
: Add .
: Until end of turn, this land becomes a 3/3 black Beholder creature with menace and "Whenever this creature attacks, exile target card from defending player's graveyard." It's still a land.
If you control two or more other lands, this land enters tapped.
: Add .
: Until end of turn, this land becomes an X/X green Hydra creature. It's still a land. X can't be 0.
As this land enters, you may reveal a Dragon card from your hand. This land enters tapped unless you revealed a Dragon card this way or you control a Dragon.
As this land enters, choose a color.
: Add one mana of the chosen color.
: Add .
, , Sacrifice this land: Create X Treasure tokens.
There is wealth enough inside to cause the rise and the ruin of dynasties.
(: Add .)
You've traced the tensions in Ten-Towns to the dwindling reindeer populations ... but what has been hunting them?
(: Add .)
Seeking to learn why the ancestors have fallen silent, you've made your way to their ancient cairns.
(: Add .)
Searching for a vanished caravan that was bound for Silverymoon, you've come to a bank of mysterious fog.
(: Add .)
Venturing beneath the desert sands, you've discovered an alien power pulsing with inconceivable energy.
(: Add .)
In crystal-studded waters far below the surface, you've discovered an incubating egg of mysterious origin.
(: Add .)
After careful study, you've determined that the giant ruins served to track the movement of the planets ... and they will soon align once more.
(: Add .)
As your ship clears the edge of Waterdeep harbor, you notice pirate sails on the horizon. What has made them so bold?
(: Add .)
Alarmed by the news you brought, the storm giant king of the Maelstrom has called his kin to council.
(: Add .)
As a plague ravages the world above, you've made your way into the Underdark in search of a fungal panacea.
(: Add .)
Your search for a stolen artifact has brought you to the edge of the Mere of Dead Men.
(: Add .)
As you trudge through the sewers of Baldur's Gate it dawns on you: where are all the rats?
(: Add .)
You expected to meet hostile drow in this ancient ruin . . . but they fled long ago. What darkness could have driven them out?
(: Add .)
You meant to simply rest in Hundelstone, but the miners have told you stories of whispers in the dark below.
(: Add .)
Your path lies across the Spine of the World, where every cave hides some new danger.
(: Add .)
You've ventured deep into the heart of the mountain to determine what can calm its quaking rage.
(: Add .)
As you make camp near the ancient ruin, you hear the sound of drums echoing in halls where no dwarf has lived in generations.
(: Add .)
As the sun reaches its zenith on the day of the solstice, a castle shimmers into view on the hilltop, just as the ancient text predicted.
(: Add .)
As you venture deeper under the boughs of Neverwinter Wood, arrows in a tree trunk suggest you might not be welcome.
(: Add .)
As monsters from the Underdark rampage across the world above, you've delved deep underground to determine what has driven them upward.
(: Add .)
Before the elf queen will aid you, you must find a way to cure the strange rot afflicting the roots of the ancient trees.
As long as Grand Master of Flowers has seven or more loyalty counters on him, he's a 7/7 Dragon God creature with flying and indestructible.
[+1]: Target creature without first strike, double strike, or vigilance can't attack or block until your next turn.
[+1]: Search your library and/or graveyard for a card named Monk of the Open Hand, reveal it, and put it into your hand. If you search your library this way, shuffle.
[+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."
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."
[+1]: Creatures you control get +1/+0 and gain haste until end of turn.
[0]: Create a 1/1 red Devil creature token with "When this token dies, it deals 1 damage to any target."
[−6]: You get an emblem with "At the end of the first combat phase on your turn, untap target creature you control. After this phase, there is an additional combat phase."
[+1]: Venture into the dungeon. (Enter the first room or advance to the next room.)
[−2]: Look at the top six cards of your library. You may reveal a creature card from among them and put it into your hand. If it's legendary, you gain 3 life. Put the rest on the bottom of your library in a random order.
[−7]: You get an emblem with "Creatures you control have trample and haste and get +2/+2 for each differently named dungeon you've completed."
Flying, vigilance
When Icingdeath, Frost Tyrant dies, create Icingdeath, Frost Tongue, a legendary white Equipment artifact token with "Equipped creature gets +2/+0," "Whenever equipped creature attacks, tap target creature defending player controls," and equip .
Flying
Cold Breath — When this creature enters, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
Flying
Lightning Breath — When this creature enters, until your next turn, target creature an opponent controls gets -3/-0, up to one other target creature gets -2/-0, and up to one other target creature gets -1/-0.
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.
Flying
Acid Breath — When this creature enters, target creature an opponent controls gets -3/-3 until end of turn.
Flash
Flying
Ebondeath enters tapped.
You may cast this card from your graveyard if a creature not named Ebondeath, Dracolich died this turn.
This spell can't be countered.
Flying, haste
: Inferno of the Star Mounts gets +1/+0 until end of turn. When its power becomes 20 this way, it deals 20 damage to any target.
Flying
Fire Breath — When this creature enters, it deals 4 damage to each opponent.
Flying
Poison Breath — When this creature enters, until end of turn, whenever a creature an opponent controls is dealt damage, destroy it.
Flying
Whenever a creature you control deals combat damage to a player, create that many Treasure tokens.
Flying, lifelink, haste
Flying
When Tiamat enters, if you cast it, search your library for up to five Dragon cards not named Tiamat that each have different names, reveal them, put them into your hand, then shuffle.
Flying
When this creature enters, target creature gets +1/+1 and gains flying until end of turn.
Double strike
Teleport — : This creature phases out. (Treat it and anything attached to it as though they don't exist until your next turn.)