Conspiracy: Take the Crown

Conspiracy: Take the Crown contains 222 cards.
Released: 2016-08-26
Base set size: 221 cards.
Knights of the Black Rose

Knights of the Black Rose {3}{W}{B}

Creature - Human Knight
When Knights of the Black Rose enters the battlefield, you become the monarch.
Whenever an opponent becomes the monarch, if you were the monarch as the turn began, that player loses 2 life and you gain 2 life.
"Hail to the true queen! Long may she reign!"
Leovold, Emissary of Trest

Leovold, Emissary of Trest {B}{G}{U}

Legendary Creature - Elf Advisor
Each opponent can't draw more than one card each turn.
Whenever you or a permanent you control becomes the target of a spell or ability an opponent controls, you may draw a card.
"I'm sure we can come to an arrangement."
Queen Marchesa

Queen Marchesa {1}{R}{W}{B}

Legendary Creature - Human Assassin
Deathtouch, haste
When Queen Marchesa enters the battlefield, you become the monarch.
At the beginning of your upkeep, if an opponent is the monarch, create a 1/1 black Assassin creature token with deathtouch and haste.
Spy Kit

Spy Kit {2}

Artifact - Equipment
Equipped creature gets +1/+1 and has all names of nonlegendary creature cards in addition to its name.
Equip {2}
Imitation is the sincerest form of treachery.
Throne of the High City

Throne of the High City

{T}: Add {C}.
{4}, {T}, Sacrifice Throne of the High City: You become the monarch.
A shining symbol of Paliano's true ruler—ambition.
Affa Guard Hound

Affa Guard Hound {2}{W}

Creature - Dog
When Affa Guard Hound enters the battlefield, target creature gets +0/+3 until end of turn.
Once a welcoming hub for explorers, Affa became a place of guarded tongues and quick defenses.

Disenchant {1}{W}

Destroy target artifact or enchantment.
The scepter of power is fragile in a calloused hand.
—Cho-Arrim saying
Doomed Traveler

Doomed Traveler {W}

Creature - Human Soldier
When Doomed Traveler dies, create a 1/1 white Spirit creature token with flying.
He vowed he would never rest until he reached his destination. He doesn't know how right he was.
Faith's Reward

Faith's Reward {3}{W}

Return to the battlefield all permanent cards in your graveyard that were put there from the battlefield this turn.
"I thought the wind was ushering me to my final destination, but it lifted me to my feet and I fought on."
—Idrus, war priest of Thune
Ghostly Possession

Ghostly Possession {2}{W}

Enchantment - Aura
Enchant creature
Enchanted creature has flying.
Prevent all combat damage that would be dealt to and dealt by enchanted creature.
Ghostly Prison

Ghostly Prison {2}{W}

Creatures can't attack you unless their controller pays {2} for each creature they control that's attacking you.
"May the memory of our fallen heroes ensnare the violent hearts of lesser men."
—Great Threshold of Monserkat inscription
Gleam of Resistance

Gleam of Resistance {4}{W}

Creatures you control get +1/+2 until end of turn. Untap those creatures.
Basic landcycling {1}{W}
Gods Willing

Gods Willing {W}

Target creature you control gains protection from the color of your choice until end of turn.
Scry 1.
Honor the gods of Theros, and they will return the favor.
Guardian of the Gateless

Guardian of the Gateless {4}{W}

Creature - Angel
Guardian of the Gateless can block any number of creatures.
Whenever Guardian of the Gateless blocks, it gets +1/+1 until end of turn for each creature it's blocking.
Hail of Arrows

Hail of Arrows {X}{W}

Hail of Arrows deals X damage divided as you choose among any number of target attacking creatures.
"Do not let a single shaft loose until my word. And when I give that word, do not leave a single shaft in Eiganjo."
—General Takeno
Hallowed Burial

Hallowed Burial {3}{W}{W}

Put all creatures on the bottom of their owners' libraries.
"I'd rather hear the screams of battle than the quiet that follows."
—Talara, elvish safewright
Hollowhenge Spirit

Hollowhenge Spirit {3}{W}

Creature - Spirit
When Hollowhenge Spirit enters the battlefield, remove target attacking or blocking creature from combat.
Some spirits mourn. Others terrorize.
Hundred-Handed One

Hundred-Handed One {2}{W}{W}

Creature - Giant
{3}{W}{W}{W}: Monstrosity 3.
As long as Hundred-Handed One is monstrous, it has reach and can block an additional ninety-nine creatures each combat.
Kill Shot

Kill Shot {2}{W}

Destroy target attacking creature.
Mardu archers are trained in Dakla, the way of the bow. They never miss their target, no matter how small, how fast, or how far away.

Pariah {2}{W}

Enchantment - Aura
Enchant creature
All damage that would be dealt to you is dealt to enchanted creature instead.
"It is not sad," Radiant chided the lesser angel. "It is right. Every society must have its outcasts."
Raise the Alarm

Raise the Alarm {1}{W}

Create two 1/1 white Soldier creature tokens.
Like blinking or breathing, responding to an alarm is an involuntary reflex.
Reviving Dose

Reviving Dose {2}{W}

You gain 3 life.
Draw a card.
Samite healers never mix their pungent elixir with sweetener or tea. The threat of a second dose is enough to get most warriors back on their feet.
Spirit of the Hearth

Spirit of the Hearth {4}{W}{W}

Creature - Cat Spirit
You have hexproof.
Thieves know that a snarl in the night means, "Rob another house."
Wild Griffin

Wild Griffin {2}{W}

Creature - Griffin
Farmers typically keep their flocks at thirteen sheep—one to distract the griffins while they take the other twelve to market.
Windborne Charge

Windborne Charge {2}{W}{W}

Two target creatures you control each get +2/+2 and gain flying until end of turn.
The merfolk call the sky goddess Emeria. The kor call her Kamsa. The two races agree on little except that she offers many blessings to the faithful.