Unstable

Hazmat Suit (Used)

Hazmat Suit (Used) {3}{B}

Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+1 and has menace.
Whenever a player's skin or fingernail touches enchanted creature, that player loses 2 life.
Hoisted Hireling

Hoisted Hireling {2}{B}

Creature - Zombie
Hoisted Hireling has flying as long as it's being held above the battlefield.
Zarv no longer trusted the kitten posters telling him to "hang in there."
2/1
Inhumaniac

Inhumaniac {1}{B}

Creature - Brainiac
At the beginning of your upkeep, roll a six-sided die. On a 3 or 4, put a +1/+1 counter on Inhumaniac. On a 5 or higher, put two +1/+1 counters on it. On a 1, remove all +1/+1 counters from Inhumaniac.
For the mind-minded mastermind.
1/1
Masterful Ninja

Masterful Ninja {2}{B}

Creature - Troll Ninja
Haste
Reveal Masterful Ninja from your hand: Masterful Ninja is on the battlefield and in your hand until end of turn.
{1}{B}: Masterful Ninja gets +1/+1 until end of turn.
1/1
Ninja

Ninja

Creature - Ninja
(Color indicator: Ninja is black)
You may activate Ninja's augment ability any time you could cast an instant.
Whenever this creature deals combat damage to a player,
Augment {2}{B} ({2}{B}, Reveal this card from your hand: Combine it with target host. Augment only as—oh, never mind.)
+1/+0
Old-Fashioned Vampire

Old-Fashioned Vampire {3}{B}{B}

Creature - Vampyre
Flying
Old-Fashioned Vampire gets +2/+2 and has deathtouch as long as it's dark outdoors.
"Stalking hard or hardly stalking, am I right?"
3/3
Over My Dead Bodies

Over My Dead Bodies {4}{B}{B}

Enchantment
Creature cards in graveyards can attack and block as though they were on the battlefield, can block or be blocked only by creature cards in graveyards, are Zombies in addition to their other types, and have undeathtouch. (If they would deal damage to a creature card, exile that creature card instead.)
Creature cards in your graveyard have haste.
Overt Operative

Overt Operative {3}{B}

Creature - Human Ninja Rigger
Menace
Whenever Overt Operative deals combat damage to a player, it assembles a Contraption. (Put the top card of your Contraption deck face up onto one of your sprockets.)
Saw her coming. Didn't matter.
2/3
"Rumors of My Death . . ."

"Rumors of My Death . . ." {2}{B}

Enchantment
{3}{B}, Exile a permanent you control with a League of Dastardly Doom watermark: Return a permanent card with a League of Dastardly Doom watermark from your graveyard to the battlefield.
By the fourth funeral, the mooks had gotten pretty good at them.
Skull Saucer

Skull Saucer {4}{B}{B}

Creature - Zombie Head
Flying
When Skull Saucer enters the battlefield, destroy target creature and put your head on the table. Sacrifice Skull Saucer when your head stops touching the table.
No body is ready for this kind of power.
4/1
Sly Spy (a)

Sly Spy (a) {2}{B}

Creature - Human Spy
Whenever Sly Spy deals combat damage to a player, that player reveals their hand. You choose a card from it with the longest name. That player discards that card.
The Agents of S.N.E.A.K.—Serious, Nonstop Espionage and Kidnapping.
2/2
Sly Spy (b)

Sly Spy (b) {2}{B}

Creature - Human Spy
Whenever Sly Spy deals combat damage to a player, you may destroy target creature facing left in its art. (Creatures without faces don't face anywhere.)
The Agents of S.N.E.A.K.—Silent Ninjas Evading Any Kapture.
2/2
Sly Spy (c)

Sly Spy (c) {2}{B}

Creature - Human Spy
Whenever Sly Spy deals combat damage to a player, that player loses a finger until Sly Spy leaves the battlefield. (The finger is chosen by its owner and can't roll dice or touch cards.)
The Agents of S.N.E.A.K.—Sinister Nerds Eliminating All Knowledge.
2/2
Sly Spy (d)

Sly Spy (d) {2}{B}

Creature - Human Spy
Whenever Sly Spy deals combat damage to a player, you may destroy target creature facing right in its art. (Creatures without faces don't face anywhere.)
The Agents of S.N.E.A.K.—Skilled, Notably Efficient Assassin-Kickers.
2/2
Sly Spy (e)

Sly Spy (e) {2}{B}

Creature - Human Spy
Whenever Sly Spy deals combat damage to a player, that player reveals the top card of their library. Put that card into your hand and you lose life equal to its mana value.
The Agents of S.N.E.A.K.—Spies Nimbly Eluding Adversaries' Knives.
2/2
Sly Spy (f)

Sly Spy (f) {2}{B}

Creature - Human Spy
Whenever Sly Spy deals combat damage to a player, roll a six-sided die. That player loses life equal to the result.
The Agents of S.N.E.A.K.—Subpar, Notoriously Evil Agent Killers.
2/2
Snickering Squirrel

Snickering Squirrel {B}

Creature - Squirrel Advisor
You may tap Snickering Squirrel to increase the result of a die any player rolled by 1.
"In this line of work, you've got to know how to squirrel things away. Quite literally, in my case."
1/1
Spike, Tournament Grinder

Spike, Tournament Grinder {2}{B/P}{B/P}

Legendary Creature - Human Gamer
({B/P} can be paid with either {B} or 2 life.)
{B/P}{B/P}{B/P}{B/P}: Reveal a card you own from outside the game that has been banned or restricted in a Constructed format and put it into your hand.
"Just wait—I have a response."
1/1
Squirrel-Powered Scheme

Squirrel-Powered Scheme {2}{B}

Enchantment
Increase the result of each die you roll by 2.
Lucinda didn't know which she enjoyed most: the science, the squirrels, or the maniacal laughter.
Steady-Handed Mook

Steady-Handed Mook {2}{B}

Creature - Human Rigger
Deathtouch
When Steady-Handed Mook enters the battlefield, it assembles a Contraption. (Put the top card of your Contraption deck face up onto one of your sprockets.)
A mook's life span is just long enough to get just good enough to get careless.
1/1
Stinging Scorpion

Stinging Scorpion {4}{B}

Host Creature - Scorpion
When this creature enters the battlefield, target creature an opponent controls gets -1/-1 until end of turn.
3/2
Subcontract

Subcontract {B}

Sorcery
A person outside the game looks at target opponent's hand and chooses a nonland card from it. That player discards that card.
Martha was in and out in exactly two minutes—thirty seconds to administer the poison plus a minute and a half to properly refold the napkins.
Summon the Pack

Summon the Pack {7}{B}

Sorcery
Open a sealed Magic booster pack, reveal the cards, and put all creature cards revealed this way onto the battlefield under your control. They're Zombies in addition to their other types. (Remove those cards from your deck before beginning a new game.)
Zombified

Zombified

Creature - Zombie
(Color indicator: Zombified is black)
{4}{B}: Combine Zombified from your graveyard with target host.
{2}{B}, Exile a creature card from your graveyard:
Augment {4}{B} ({4}{B}, Reveal this card from your hand: Combine it with target host. Augment only as a sorcery.)
+2/+2
The Big Idea

The Big Idea {4}{R}{R}

Legendary Creature - Brainiac Villain
{2}{B/R}{B/R}, {T}: Roll a six-sided die. Create a number of 1/1 red Brainiac creature tokens equal to the result.
Tap three untapped Brainiacs you control: The next time you would roll a six-sided die, instead roll two six-sided dice and use the total of those results.
4/4