31561 cards found
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
  • Unstable
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
  • Unstable
"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.
  • Unstable
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
  • Unstable
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
  • Unstable
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
  • Unstable
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
  • Unstable
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
  • Unstable
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
  • Unstable
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.
  • Unstable
Steady-Handed Mook

Steady-Handed Mook {2}{B}

Creature - Human Rigger
Deathtouch
When Steady-Handed Mook enters, 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
  • Unstable
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.
  • Unstable
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
  • Unstable
Box of Free-Range Goblins

Box of Free-Range Goblins {4}{R}{R}

Sorcery
Roll a six-sided die. Create a number of 1/1 red Goblin creature tokens equal to the result.
Skrab tried to warn his fellow goblins that the hammer was bait for a trap, but they stopped listening at "hammer."
  • Unstable
Bumbling Pangolin

Bumbling Pangolin {3}{R}

Host Creature - Pangolin Beast
When this creature enters, you may destroy target artifact.
2/2
  • Unstable
Feisty Stegosaurus

Feisty Stegosaurus {4}{R}

Host Creature - Dinosaur
When this creature enters, roll a six-sided die. This creature deals damage equal to the result to target creature an opponent controls.
2/1
  • Unstable
Garbage Elemental (a)

Garbage Elemental (a) {4}{R}

Creature - Elemental
Frenzy 2 (Whenever this creature attacks and isn't blocked, it gets +2/+0 until end of turn.)
Garbage Elemental can't be blocked by wordy creatures. (A creature is wordy if it has four or more lines of rules text.)
2/4
  • Unstable
Garbage Elemental (b)

Garbage Elemental (b) {4}{R}

Creature - Elemental Rigger
When Garbage Elemental enters, it assembles a Contraption. (Put the top card of your Contraption deck face up onto one of your sprockets.)
Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)
3/1
  • Unstable
Garbage Elemental (c)

Garbage Elemental (c) {4}{R}

Creature - Elemental
Battle cry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.)
When Garbage Elemental enters, roll two six-sided dice. Create a number of 1/1 red Goblin creature tokens equal to the difference between those results.
3/2
  • Unstable
Garbage Elemental (d)

Garbage Elemental (d) {4}{R}

Creature - Elemental
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
When Garbage Elemental enters, roll a six-sided die. Garbage Elemental deals damage equal to the result to target opponent or planeswalker.
3/3
  • Unstable
Garbage Elemental (e)

Garbage Elemental (e) {4}{R}

Creature - Elemental
Unleash (You may have this creature enter with a +1/+1 counter on it. It can't block as long as it has a +1/+1 counter on it.)
Each creature you control with any kind of counter on it has art menace. (They can't be blocked except by creatures with two or more visible figures in their art.)
4/3
  • Unstable
Garbage Elemental (f)

Garbage Elemental (f) {4}{R}

Creature - Elemental
Last strike (This creature deals combat damage after creatures without last strike.)
Battalion — Whenever Garbage Elemental and at least two other creatures attack, target creature can't block this turn.
6/5
  • Unstable
Half-Orc, Half-

Half-Orc, Half-

Creature - Orc Warrior
(Color indicator: Half-Orc, Half- is red)
Trample
At the beginning of each end step, if an opponent was dealt damage this turn,
Augment {1}{R}{R} ({1}{R}{R}, Reveal this card from your hand: Combine it with target host. Augment only as a sorcery.)
+3/+1
  • Unstable
Hammer Helper

Hammer Helper {3}{R}

Sorcery
Gain control of target creature until end of turn. Untap that creature and roll a six-sided die. Until end of turn, it gains haste and gets +X/+0, where X is the result.
"Need a hammer? Gotta get your fix? I know a guy."
  • Unstable
Hammer Jammer

Hammer Jammer {3}{R}

Creature - Goblin Warrior
As Hammer Jammer enters, roll a six-sided die. Hammer Jammer enters with a number of +1/+1 counters on it equal to the result.
Whenever you roll a die, remove all +1/+1 counters from Hammer Jammer, then put a number of +1/+1 counters on it equal to the result.
0/0
  • Unstable