Defender, flying
Whenever this creature is dealt damage, you and target opponent each draw a card.
Flash
Vigilance
When this creature enters, any number of other target creatures you control phase out. (Treat them and anything attached to them as though they don't exist until their controller's next turn.)
Vigilance
When this creature enters, if an opponent controls more lands than you, search your library for a basic Plains card, put it onto the battlefield tapped, then shuffle.
At the beginning of your end step, exile up to one target artifact or creature you control, then return that card to the battlefield under its owner's control.
You may choose not to untap The Blackstaff of Waterdeep during your untap step.
Animate Walking Statue — , : Another target nontoken artifact you control becomes a 4/4 artifact creature for as long as The Blackstaff of Waterdeep remains tapped. Activate only as a sorcery.
This spell costs less to cast for each instant and sorcery spell you've cast this turn.
Whenever this creature attacks, exile up to one target instant or sorcery card from your graveyard. Copy it. You may cast the copy.
You may cast this card from your graveyard by exiling four instant and/or sorcery cards from your graveyard in addition to paying its other costs.
Whenever a creature you control becomes blocked, you may return it to its owner's hand.
Whenever one or more creatures you control deal combat damage to a player, draw a card.
Each opponent exiles cards from the top of their library until that player has exiled cards with total mana value 20 or greater.
Target artifact or creature becomes a copy of another target artifact or creature.
: 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.
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.)
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.
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.
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.
This artifact enters with X void counters on it.
At the beginning of your upkeep, exile this artifact, all creatures and planeswalkers with mana value less than or equal to the number of void counters on it, and all creature and planeswalker cards in graveyards with mana value less than or equal to the number of void counters on it.
Equipped creature gets +2/+0 and has deathtouch.
: Until end of turn, this Equipment gains "Whenever equipped creature deals combat damage to a player, that player loses the game."
Equip
Flying
This creature can't block.
Rejuvenation — When this creature dies, exile it. If you do, exile the top card of your library. Until the end of your next turn, you may play one of those cards. (If you cast Flameskull this way, you can't play the other card, and vice versa.)
Other Goblins you control get +1/+1.
, : This creature deals damage equal to the number of Goblins that entered the battlefield under your control this turn to any target.
Meteor Swarm deals 8 damage divided as you choose among X target creatures and/or planeswalkers.
, : Add two mana in any combination of colors. Spend this mana only to cast Dragon spells or activate abilities of Dragons.
, , Sacrifice this artifact: Look at the top seven cards of your library. You may reveal a Dragon card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
You may play a card you own from outside the game this turn.
: Add for each creature you control.
Trample, haste
Whenever this creature deals combat damage to a player, exile up to that many target cards from their graveyard. Put a +1/+1 counter on this creature for each creature card exiled this way. You gain 1 life for each noncreature card exiled this way.
At the beginning of your upkeep, you may put a harmony counter on Instrument of the Bards.
, : Search your library for a creature card with mana value equal to the number of harmony counters on Instrument of the Bards, reveal it, and put it into your hand. If that card is legendary, create a Treasure token. Then shuffle.
Return X target cards with different mana values from your graveyard to your hand. If eight or more cards were returned to your hand this way, your life total becomes equal to your starting life total. Exile Long Rest.
Pack tactics — Whenever this creature attacks, if you attacked with creatures with total power 6 or greater this combat, draw a card.
: Until end of turn, this creature has base power and toughness 5/3, gains trample, and isn't a Human.
Flying, trample
When Orcus enters, choose one —
• Each other creature gets -X/-X until end of turn. You lose X life.
• Return up to X target creature cards with total mana value X or less from your graveyard to the battlefield. They gain haste until end of turn.
Each Skeleton you control has trample, attacks each combat if able, and gets +X/+0, where X is the number of other Skeletons you control.
At the beginning of your end step, create a tapped 1/1 black Skeleton creature token. If a creature died this turn, create two of those tokens instead.
Deathtouch
During your turn, this creature has first strike.
Whenever this creature attacks, venture into the dungeon. (Enter the first room or advance to the next room.)
At the beginning of your upkeep, choose target opponent. Until end of turn, that player can't cast spells, you may look at the top card of their library any time, you may play the top card of their library, and you may spend mana as though it were mana of any color to cast spells this way.
, : 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.
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.
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
, 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.
Equipped creature gets +2/+0 and has deathtouch.
: Until end of turn, this Equipment gains "Whenever equipped creature deals combat damage to a player, that player loses the game."
Equip
, 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.
When this artifact enters, exile target nonland permanent an opponent controls with mana value 2 or less until this artifact leaves the battlefield.
Choose one —
• Foil Their Scheme — Counter target spell.
• Learn Their Secrets — Draw two cards, then discard two cards.
Destroy target non-Angel, non-Demon, non-Devil, non-Dragon creature.
This spell can't be countered.
Magic Missile deals 3 damage divided as you choose among one, two, or three targets.
When this creature enters, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Whenever another creature you control enters, you gain 1 life.