Mystery Booster 2

Defender of the Queue

Defender of the Queue {3}{W}

Creature - Centaur Soldier
Positioning (As this creature enters, lock your creatures in order from left to right for as long as you control a creature with positioning. Each time a creature enters or comes under your control, position it to the left or right of another creature you control.)
Adjacent creatures to the left and right of Defender of the Queue get +1/+1 and have vigilance.
3/3
Friarball

Friarball {3}{W}

Sorcery
Create a 2/2 white Monk creature token.
Coststorm (When you cast this spell, copy it for each different mana value among other spells and lands you've played this turn.)
A Girl and Her Dogs

A Girl and Her Dogs {4}{W}

Creature - Human
When A Girl and Her Dogs enters the battlefield and at the beginning of your upkeep, create a 1/1 white legendary Dog creature token and name it.
Whenever A Girl and Her Dogs attacks, it gets +1/+1 until end of turn for each legendary creature you control.
3/3
Intangible Vibes

Intangible Vibes {1}{W}

Enchantment
All creatures are tokens. (They're considered tokens for spells and abilities. After a creature leaves the battlefield, it ceases to exist.)
Jeskai Baller

Jeskai Baller {2}{W}

Creature - Human Athlete
When you cast this spell, create a 1/1 white Athlete creature token.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
2/3
Knight of Lost Causes

Knight of Lost Causes {W}{W}

Creature - Human Knight
Vigilance
As long as you are way behind, Knight of Lost Causes gets +3/+3 and has indestructible. (You are way behind if, at any point during this turn, an opponent had 10 or more life than you, controlled at least three more creatures than you, or had at least three more cards in hand than you.)
2/2
Muraganda Eldrazi

Muraganda Eldrazi {4}{W}

Creature - Eldrazi Dinosaur
Devoid (This card has no color.)
Deworded (This creature counts as having no abilities.)
When you cast this spell, put a primeval counter on target creature. (A creature with a primeval counter loses all abilities and can't gain abilities.)
6/5
New Master of Arms

New Master of Arms {2}{W}

Creature - Human Soldier
First strike
Prevent all combat damage that would be dealt by blocking creatures that are tapped.
{1}{W}: Tap target creature blocking New Master of Arms.
2/2
Noble Ox

Noble Ox {3}{W}

Creature - Noble Ox
Flash
When Noble Ox enters the battlefield, all unblocked creatures attacking you become blocked by Noble Ox.
Noble Ox can block any number of creatures.
2/4
Plain Walker

Plain Walker {2}{W}

Creature - Kithkin Rogue
Plainswalk
Planeswalkerwalk (This creature can't be blocked as long as defending player controls a planeswalker.)
Whenever Plain Walker deals combat damage to a player or planeswalker, planeswalk. (If you're playing Planechase, proceed to the next plane.)
2/3
Sliver of Hope

Sliver of Hope {3}{W}

Creature - Sliver
Slivers you control have hope. (Prevent all damage that would be dealt to attacking creatures with hope.)
3/3
Tax Taker

Tax Taker {W}

Creature - Rat Advisor
Whenever an opponent pays a tax from a spell or permanent you control, create a number of Treasure tokens equal to the amount of mana they paid. (This happens each time a spell you control or an ability of a permanent you control causes an opponent to pay extra mana. Cards that can tax opponents include Mana Tithe, Esper Sentinel, and Ghostly Prison.)
1/2
Alberix, the Trade Planet

Alberix, the Trade Planet {2}{U}{U}

World Enchantment
Planet (When this permanent enters, exile the top five cards of your library as its resources.)
Trade Routes — At the beginning of your precombat main phase, choose one —
• Discard a card. If you do, put two of Alberix's resources into its owner's hand.
• Exile the top card of your library as a resource.
Blurry Visionary

Blurry Visionary {3}{U}

Creature - Human Wizard
When Blurry Visionary enters the battlefield, look at the top two cards of your library and put them back-to-back in the same sleeve with either card in front. They become a modal double-faced card for the rest of the game. Then put that card into your hand. (You can play either face of that double-faced card. Make sure to reset it when the game ends.)
3/2
Can't Quite Recall

Can't Quite Recall {U}

Instant
Forbidden (This card can't be in your starting deck. Yes, you read that right. You need to figure out a way to get it into the game without it being in your deck.)
Target player draws three cards.
Catch of the Day

Catch of the Day {5}{U}

Creature - Serpent
As Catch of the Day enters the battlefield, choose one for each of the following.
Keyword → Vigilance; ward {3}; or islandwalk.
Whenever this creature attacks → Scry 2; goad target creature an opponent controls; or tap target creature an opponent controls.
Size → 6/2; 4/4; or 2/6.
?/?
Duelists' Convocation International

Duelists' Convocation International {2}{U}

Enchantment
When Duelists' Convocation International enters the battlefield, choose a 10-digit number at random and write it down.
Whenever you play a land or cast a spell, if it shares a mana value with one or more uncrossed digits in the chosen number, cross out one of those digits and draw a card. Then if all ten digits are crossed out, you win the game.
Heart of a Duelist

Heart of a Duelist {1}{U}

Enchantment
You may draw cards from anywhere in your library. (You don't get to look at them or reorder them while doing so.)
When Heart of a Duelist enters the battlefield, draw a card.
Map to Lorthos's Temple

Map to Lorthos's Temple {U}

Enchantment - Quest
Whenever you complete one of the following objectives, check it off. If all three are checked off, sacrifice Map to Lorthos's Temple. If you do, create a Lorthos, the Tidemaker token.
☐ Diving Gear - An artifact enters the battlefield under your control.
☐ Merfolk - A Merfolk enters the battlefield under your control.
☐ Ritual - You cast an instant or sorcery spell.
Night of the Flying Merfolk

Night of the Flying Merfolk {2}{U}

Enchantment - Saga
Bedtime story (Don't put a lore counter on this Saga as it enters. Put a lore counter on it at the beginning of your end step rather than your main phase. Sacrifice after III.)
I - Create two 1/1 blue Merfolk creature tokens.
II - Put a flying counter on each tapped creature you control.
III - Draw a card for each creature you control that dealt combat damage to a player this turn.
No-Regrets Egret

No-Regrets Egret {1}{U}

Creature - Bird Scout
Flying
Any time you could mulligan and No-Regrets Egret is in your hand, you may reveal No-Regrets Egret. If you do, look at the top two cards of your library. (Put those cards back in the same order. You can still mulligan.)
2/2
Panglacial Shinobi

Panglacial Shinobi {2}{U}

Creature - Wurm Ninja
Library ninjutsu {1}{U} ({1}{U}, Shuffle an unblocked attacker you control into its owner's library: Put this card onto the battlefield from your library tapped and attacking. Activate only while searching your library.)
Whenever Panglacial Shinobi deals combat damage to a player, draw a card.
1/3
Search Elemental

Search Elemental {U}

Creature - Elemental
Whenever you search your library, scry 1.
Scryfall — Whenever you scry, put a +1/+1 counter on Search Elemental. It can't be blocked this turn.
1/1
Subgoyf

Subgoyf {1}{U}

Artifact Creature - Lhurgoyf
Subgoyf's power and toughness are each equal to the number of different subtypes other than creature types among cards in all graveyards and its toughness is equal to that number plus 1. (Subtypes include but are absolutely not limited to: Plains, Equipment, Aura, Arcane, Jace, Curse, Urza's, Ulamog's, etc.)
*/1+*
There

There {U}

Instant - Lesson
Exile target creature you control, then return it to the battlefield under its owner's control.
Card has other parts: They're Their