Spree (Choose one or more additional costs.)
+ — Create a 2/2 white Spirit creature token with flying.
+ — Counter target spell unless its controller pays .
To his enemies' chagrin, Winston was every bit as meddlesome dead as he had been alive.
Surveil 3 if you have no cards in hand. Then draw three cards. (To surveil 3, look at the top three cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Whenever you cast your second spell each turn, put a +1/+1 counter on this creature. It can't be blocked this turn.
"Now you see me, now you—"
This spell costs less to cast if you've committed a crime this turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
Draw two cards.
Nolan refused to give up the vault's location. The strange figure simply smiled and reached into his mind.
Whenever you cast your second spell each turn, choose target creature an opponent controls. If it's tapped, put a stun counter on it. Otherwise, tap it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Even when he missed the wrists, a pair of thundercuffs to the head got the job done.
Spree (Choose one or more additional costs.)
+ — Exchange control of two target creatures.
+ — Exchange control of two target artifacts.
+ — Exchange control of two target enchantments.
When this creature enters, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. (You may cast that card from your graveyard for its flashback cost. Then exile it.)
Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Vigilance
This creature gets +2/+0 as long as you've committed a crime this turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
"Sure it's risky, but that's what makes it fun! That and the money. And the bankers' faces."
Whenever this creature attacks, target creature defending player controls gets -3/-0 until end of turn.
It once escaped a cook's pot. Now it fears neither heat nor human.
Each player may shuffle their hand and graveyard into their library. Each player who does draws seven cards. Exile Step Between Worlds.
Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Flash
Flying
This creature has hexproof as long as you haven't cast a spell this turn.
Lucky travelers reported a mighty winged creature among the geysers. Unlucky ones didn't make it back.
Flash
Enchant artifact or creature
When this Aura enters, tap enchanted permanent.
Enchanted permanent loses all abilities and doesn't untap during its controller's untap step.
Target creature gets -1/-0 until end of turn. It gets -4/-0 until end of turn instead if you control an outlaw. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.)
Draw a card.
Dewey had been briefed on every aspect of the plan... except the bit where he was left holding the bag.
This spell costs less to cast if it targets a permanent you control.
Return up to two target nonland permanents to their owners' hands.
"All that fancy footwork, and you can't even dodge one silly little rope? Cryin' shame, that is."
Spree (Choose one or more additional costs.)
+ — Counter target spell.
+ — Create a token that's a copy of target artifact or creature you control.
+ — Draw two cards, then discard a card.
She'd planned for every eventuality, with the obvious exception of failure.
You may have this creature enter as a copy of a creature you control, except it's a Shapeshifter Rogue in addition to its other types.
Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Flash
When this creature enters, target creature an opponent controls gets -2/-2 until end of turn.
"First rule of crossing Blacksnag Bog: if you can't see the bottom, don't."
—Chance Mulligan, wilderness guide
Target opponent reveals their hand. You may choose a nonland card from it. If you do, they discard it. Otherwise, you may put a face-up exiled card they own into their graveyard.
"The tighter I bind them, the looser their tongues become."
Flying
This creature enters with a +1/+1 counter on it if a creature died this turn.
Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Whenever you commit a crime, put a +1/+1 counter on this creature. This ability triggers only once each turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
: Target opponent loses 1 life and you gain 1 life.
Menace
, Sacrifice another creature: Put a +1/+1 counter on this creature. If an outlaw was sacrificed this way, create a Treasure token. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.)
It's never too late to start an afterlife of crime.
Whenever this creature attacks, reveal the top card of your library and put it into your hand. You lose life equal to that card's mana value if this creature isn't saddled. Otherwise, each opponent loses that much life.
Saddle 3 (Tap any number of other creatures you control with total power 3 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.)
Exile target creature. If it had mana value 3 or less, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
The enforcer only got halfway through the arrest warrant before it—and he—went up in smoke.
As an additional cost to cast this spell, sacrifice a creature.
Draw two cards.
Every moving carriage is an accident waiting to happen, and the Hellspurs hate waiting.
Target creature gets -2/-2 until end of turn. It gets an additional -1/-1 until end of turn for each Desert you control.
He was glad when the mirages appeared. At least he wouldn't die alone.
Lifelink
When this creature enters, target player mills two cards. (They put the top two cards of their library into their graveyard.)
With no mammals around, some vampires tried to feed on cactusfolk, with horrible results for everyone involved.
Until end of turn, target creature gets +2/+0 and gains "When this creature dies, return it to the battlefield tapped under its owner's control and you create a Treasure token." (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
"Oh, he's done bothering us. Trust me."
—Dwayne, Hellspur guard
This creature can't block.
Whenever you commit a crime, you may pay . If you do, return this card from your graveyard to the battlefield. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
Ward—, Pay 2 life.
Skeletons and Zombies you control get +1/+1 and have menace.
Whenever you commit a crime, create two tapped 2/2 blue and black Zombie Rogue creature tokens. This ability triggers only once each turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
This spell costs less to cast for each creature card in your graveyard.
Flying
When this creature enters, any number of target opponents each discard a card. For each of those opponents who didn't discard a card with mana value 4 or greater, draw a card.
Spree (Choose one or more additional costs.)
+ — Search your library for a card, then shuffle and put that card on top.
+ — Target player draws three cards and loses 3 life.
Akul didn't know what lay inside Tarnation's great vault, but the mystery fueled his obsession.
Whenever you commit a crime, exile up to one target black card from your graveyard and copy it. You may cast the copy. If you do, you lose 2 life. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime. Copies of permanent spells become tokens.)
Spree (Choose one or more additional costs.)
+ — Search your library for a card, put it into your graveyard, then shuffle.
+ — Return up to two creature cards with total mana value 4 or less from your graveyard to the battlefield.
"Now rip your partner from the grave, and form an undead killing wave!"
Return up to one target creature card from your graveyard to your hand. Create a 1/1 red Mercenary creature token with ": Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery."
"Y'all should've known better than to buy me a coffin!"
Creatures target opponent controls get -1/-1 until end of turn. Surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
"Don't bother getting up. I'll see myself in."
When this creature dies, create a 1/1 red Mercenary creature token with ": Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery."
"If they want to get to Prosperity so badly, they can walk there."
Whenever you commit a crime during your turn, this creature gains indestructible until end of turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime. Damage and effects that say "destroy" don't destroy a creature with indestructible.)
Not everyone can be a pickpocket.
Sacrifice any number of permanents you control, then draw that many cards.
Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Akul saw his Hellspur followers as little more than ammunition to be expended.
When this enchantment enters, create a 1/1 red Mercenary creature token with ": Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery."
Whenever an outlaw you control dies, each opponent loses 1 life and you gain 1 life. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.)
Deathtouch
Whenever you commit a crime, target creature you control gains your choice of menace or lifelink until end of turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
"Looking for a little liquid courage? I also stock liquid murder, if that's what you're after."
Flying
Whenever you commit a crime, each opponent loses 1 life and you gain 1 life. This ability triggers only once each turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
A raven sighted at midnight often means there's unkindness on the way.
When this creature enters, if a creature died this turn, create a 2/2 blue and black Zombie Rogue creature token.
Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Flash
Flying, lifelink
When this creature enters, destroy target creature an opponent controls that was dealt damage this turn.
"Sneaking behind people? Pedestrian."
Spree (Choose one or more additional costs.)
+ — Target opponent sacrifices half the creatures they control of their choice, rounded up.
+ — Target opponent discards half the cards in their hand, rounded up.
+ — Target opponent loses half their life, rounded up.
Deathtouch
Whenever this creature deals combat damage to a player, if you've committed a crime this turn, you may sacrifice this creature. If you do, search your library for a card, put it into your hand, then shuffle. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
Destroy target non-outlaw creature. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws. Everyone else is fair game.)
"Now, where is that deputy?"
—Jana, Hellspur thunderslinger
Until end of turn, target creature you control gets +1/+1 and target creature an opponent controls gets -1/-1.
"Why you yellow-bellied, loot-stealing, good-for-nothing, bottom-feeding, dog-faced, lily-livered..."
When Tinybones Joins Up enters, any number of target players each discard a card.
Whenever a legendary creature you control enters, any number of target players each mill a card and lose 1 life.
It was going to be the greatest heist of his unlife.
Deathtouch
Whenever Tinybones deals combat damage to a player, you may cast target nonland permanent card from that player's graveyard, and mana of any type can be spent to cast that spell.
, , Pay 1 life: Create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
The old miners' trail across Blacksnag Bog is littered with lost fortunes and the bones of those who searched for them.
Spree (Choose one or more additional costs.)
+ — Destroy target creature.
+ — Create a 1/1 red Mercenary creature token with ": Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery."
"Looks like you've got a train to catch."
—Laughing Jasper Flint
When this creature enters, you may sacrifice a creature. When you do, target player draws two cards and loses 2 life.
Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Whenever you commit a crime, put a +1/+1 counter on Vadmir. This ability triggers only once each turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
As long as Vadmir has four or more +1/+1 counters on it, it has menace and lifelink.
When this creature enters, target player draws a card and loses 1 life.
"Kind of them to put all their valuables in the same place."
Whenever you cast your second spell each turn, create a 1/1 red Mercenary creature token with ": Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery."
Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Haste
Whenever Calamity attacks while saddled, choose a nonlegendary creature that saddled it this turn and create a tapped and attacking token that's a copy of it. Sacrifice that token at the beginning of the next end step. Repeat this process once.
Saddle 1
Spree (Choose one or more additional costs.)
+ — Caught in the Crossfire deals 2 damage to each outlaw creature. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.)
+ — Caught in the Crossfire deals 2 damage to each non-outlaw creature.
Haste
When this creature enters, another target creature you control gets +1/+1 and gains haste until end of turn.
Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Reach
, : This creature deals 1 damage to target opponent.
Slickshots are always eager to demonstrate their skills to whomever questions them.
Enchant creature
Enchanted creature gets +1/+1 and has menace and trample.
When this Aura is put into a graveyard from the battlefield, draw a card.
Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)