Adventures in the Forgotten Realms

Hall of Storm Giants

Hall of Storm Giants

Land
If you control two or more other lands, Hall of Storm Giants enters tapped.
{T}: Add {U}.
{5}{U}: Until end of turn, Hall of Storm Giants becomes a 7/7 blue Giant creature with ward {3}. It's still a land.
Hive of the Eye Tyrant

Hive of the Eye Tyrant

Land
If you control two or more other lands, Hive of the Eye Tyrant enters tapped.
{T}: Add {B}.
{3}{B}: Until end of turn, Hive of the Eye Tyrant 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.
Lair of the Hydra

Lair of the Hydra

Land
If you control two or more other lands, Lair of the Hydra enters tapped.
{T}: Add {G}.
{X}{G}: Until end of turn, Lair of the Hydra becomes an X/X green Hydra creature. It's still a land. X can't be 0.
Temple of the Dragon Queen

Temple of the Dragon Queen

Land
As Temple of the Dragon Queen enters, you may reveal a Dragon card from your hand. Temple of the Dragon Queen enters tapped unless you revealed a Dragon card this way or you control a Dragon.
As Temple of the Dragon Queen enters, choose a color.
{T}: Add one mana of the chosen color.
Treasure Vault

Treasure Vault

Artifact Land
{T}: Add {C}.
{X}{X}, {T}, Sacrifice Treasure Vault: Create X Treasure tokens.
Related cards: Big Spender Boseiju Pathlighter
The Book of Exalted Deeds

The Book of Exalted Deeds {W}{W}{W}

Legendary Artifact
At the beginning of your end step, if you gained 3 or more life this turn, create a 3/3 white Angel creature token with flying.
{W}{W}{W}, {T}, Exile The Book of Exalted Deeds: Put an enlightened counter on target Angel. It gains "You can't lose the game and your opponents can't win the game." Activate only as a sorcery.
Dancing Sword

Dancing Sword {1}{W}

Artifact - Equipment
Equipped creature gets +2/+1.
When equipped creature dies, you may have Dancing Sword become a 2/1 Construct artifact creature with flying and ward {1}. If you do, it isn't an Equipment.
Equip {1}
Flumph

Flumph {1}{W}

Creature - Jellyfish
Defender, flying
Whenever Flumph is dealt damage, you and target opponent each draw a card.
0/4
Guardian of Faith

Guardian of Faith {1}{W}{W}

Creature - Spirit Knight
Flash
Vigilance
When Guardian of Faith enters, any number of other target creatures you control phase out.
3/2
Related card: Raddic, Tal Zealot
Loyal Warhound

Loyal Warhound {1}{W}

Creature - Dog
Vigilance
When Loyal Warhound 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.
3/1
Teleportation Circle

Teleportation Circle {3}{W}

Enchantment
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.
Related card: Faithful Disciple
The Blackstaff of Waterdeep

The Blackstaff of Waterdeep {U}

Legendary Artifact
You may choose not to untap The Blackstaff of Waterdeep during your untap step.
Animate Walking Statue{1}{U}, {T}: 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.
Demilich

Demilich {U}{U}{U}{U}

Creature - Skeleton Wizard
This spell costs {U} less to cast for each instant and sorcery spell you've cast this turn.
Whenever Demilich attacks, exile up to one target instant or sorcery card from your graveyard. Copy it. You may cast the copy.
You may cast Demilich from your graveyard by exiling four instant and/or sorcery cards from your graveyard in addition to paying its other costs.
4/3
Related card: Demilich (Alchemy)
Grazilaxx, Illithid Scholar

Grazilaxx, Illithid Scholar {1}{U}{U}

Legendary Creature - Horror
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.
3/2
Tasha's Hideous Laughter

Tasha's Hideous Laughter {1}{U}{U}

Sorcery
Each opponent exiles cards from the top of their library until that player has exiled cards with total mana value 20 or more.
True Polymorph

True Polymorph {4}{U}{U}

Instant
Target artifact or creature becomes a copy of another target artifact or creature.
Wizard's Spellbook

Wizard's Spellbook {5}{U}{U}

Artifact
{T}: 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 {1} rather than paying its mana cost.
20 | Copy each card exiled with Wizard's Spellbook. You may cast any number of the copies without paying their mana costs.
Yuan-Ti Malison

Yuan-Ti Malison {1}{U}

Creature - Snake Rogue
Yuan-Ti Malison can't be blocked as long as it's attacking alone.
Whenever Yuan-Ti Malison deals combat damage to a player, venture into the dungeon.
2/1
Related cards: Dungeon of the Mad Mage Lost Mine of Phandelver Tomb of Annihilation
Acererak the Archlich

Acererak the Archlich {2}{B}

Legendary Creature - Zombie Wizard
When Acererak the Archlich enters, if you haven't completed Tomb of Annihilation, return Acererak the Archlich to its owner's hand and venture into the dungeon.
Whenever Acererak the Archlich attacks, for each opponent, you create a 2/2 black Zombie creature token unless that player sacrifices a creature of their choice.
5/5
Related cards: Acererak the Archlich (Alchemy) Dungeon of the Mad Mage Lost Mine of Phandelver Tomb of Annihilation
Asmodeus the Archfiend

Asmodeus the Archfiend {4}{B}{B}

Legendary Creature - Devil God
Binding Contract — If you would draw a card, exile the top card of your library face down instead.
{B}{B}{B}: Draw seven cards.
{B}: Return all cards exiled with Asmodeus the Archfiend to their owner's hand and you lose that much life.
6/6
The Book of Vile Darkness

The Book of Vile Darkness {B}{B}{B}

Legendary Artifact
At the beginning of your end step, if you lost 2 or more life this turn, create a 2/2 black Zombie creature token.
{T}, 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.
Related cards: Eye of Vecna Hand of Vecna
Forsworn Paladin

Forsworn Paladin {B}

Creature - Human Knight
Menace
{1}{B}, {T}, Pay 1 life: Create a Treasure token.
{2}{B}: 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.
1/1
Sphere of Annihilation

Sphere of Annihilation {X}{B}

Artifact
Sphere of Annihilation enters with X void counters on it.
At the beginning of your upkeep, exile Sphere of Annihilation, 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.
Vorpal Sword

Vorpal Sword {B}

Artifact - Equipment
Equipped creature gets +2/+0 and has deathtouch.
{5}{B}{B}{B}: Until end of turn, Vorpal Sword gains "Whenever equipped creature deals combat damage to a player, that player loses the game."
Equip {B}{B}
Flameskull

Flameskull {1}{R}{R}

Creature - Skeleton
Flying
Flameskull can't block.
Rejuvenation — When Flameskull 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.
3/1