Murders at Karlov Manor Commander

Otherworldly Escort

Otherworldly Escort {3}{W}

Creature - Human Detective
Flash
When Otherworldly Escort dies, if it's not a Spirit, return it to the battlefield under its owner's control with four charge counters on it. It's a Spirit Detective.
{1}{W}, {T}, Remove a charge counter from Otherworldly Escort: Destroy target creature that dealt damage to you this turn.
4/3
Redemption Arc

Redemption Arc {2}{W}

Enchantment - Aura
Enchant creature
Enchanted creature has indestructible and is goaded.
{1}{W}: Exile enchanted creature.
Crime doesn't pay nearly as well as the Agency.
Serene Sleuth

Serene Sleuth {1}{W}

Creature - Human Detective
When Serene Sleuth enters, investigate.
At the beginning of combat on your turn, investigate for each goaded creature you control. Then each creature you control is no longer goaded.
2/2
Trouble in Pairs

Trouble in Pairs {2}{W}{W}

Enchantment
If an opponent would begin an extra turn, that player skips that turn instead.
Whenever an opponent attacks you with two or more creatures, draws their second card each turn, or casts their second spell each turn, you draw a card.
Together, they're greater than the sum of their rap sheets.
True Identity

True Identity {1}{W}

Enchantment
Whenever True Identity or another permanent you control is turned face up, scry 1, then draw a card. This ability triggers only once each turn.
Disguise {W}
Unexplained Absence

Unexplained Absence {3}{W}

Instant
For each player, exile up to one target nonland permanent that player controls. For each permanent exiled this way, its controller cloaks the top card of their library.
Veiled Ascension

Veiled Ascension {3}{W}

Enchantment
When Veiled Ascension enters, put a flying counter on each face-down creature you control.
Face-down creatures you control enter with a flying counter on them.
At the beginning of your upkeep, you may cloak the top card of your library.
Copy Catchers

Copy Catchers {1}{U}

Creature - Faerie
Flying
Whenever you surveil, you may pay {1}{U}. If you do, create a token that's a copy of Copy Catchers.
"I honestly don't know if they're sabotaging our records or trying to help me sort."
—Kruno, Agency clerk
2/1
Detective of the Month

Detective of the Month {2}{U}

Creature - Human Detective
Ascend
As long as you have the city's blessing, Detectives you control can't be blocked.
Whenever you draw your second card each turn, create a 2/2 white and blue Detective creature token.
2/3
Final-Word Phantom

Final-Word Phantom {2}{U}

Creature - Spirit Detective
Flash
Flying
During each opponent's end step, you may cast spells as though they had flash.
"Just one more thing . . ."
1/4
Follow the Bodies

Follow the Bodies {2}{U}

Sorcery
Gravestorm
Investigate.
"The culprit doesn't seem to care about covering their tracks. Let's hope that's a good thing."
—Morska
Tangletrove Kelp

Tangletrove Kelp {5}{U}{U}

Artifact Creature - Clue Plant
Ward {2}
At the beginning of each combat, other Clues you control become 6/6 Plant creatures in addition to their other types until end of turn.
{2}, Sacrifice Tangletrove Kelp: Draw a card.
Even experienced detectives can be strung along by planted evidence.
6/6
Watcher of Hours

Watcher of Hours {5}{U}

Creature - Sphinx
Flying, ward {3}
Whenever you remove a time counter from Watcher of Hours while it's exiled, surveil 1.
Suspend 6—{1}{U}
6/6
Charnel Serenade

Charnel Serenade {4}{B}{B}

Sorcery
Surveil 3, then return a creature card from your graveyard to the battlefield with a finality counter on it. Exile Charnel Serenade with three time counters on it.
Suspend 3—{2}{B}
Eye of Duskmantle

Eye of Duskmantle {5}{B}{B}

Creature - Eye
Flying, lifelink
You may play lands and cast spells from among cards in your graveyard you've surveilled this turn. If you cast a spell this way, you pay life equal to its mana value rather than paying its mana cost.
Most thought the Dimir had been wiped out. This suited the Dimir perfectly.
3/8
Foreboding Steamboat

Foreboding Steamboat {3}{B}{B}

Artifact - Vehicle
When Foreboding Steamboat enters, each player chooses two nontoken, non-Vehicle creatures they control. Exile them until Foreboding Steamboat leaves the battlefield.
Whenever Foreboding Steamboat attacks, put a card exiled with it into its owner's graveyard. If you do, investigate.
Crew 2
5/7
Unshakable Tail

Unshakable Tail {2}{B}

Creature - Zombie Detective
When Unshakable Tail enters and at the beginning of your upkeep, surveil 1.
Whenever one or more creature cards are put into your graveyard from your library, investigate.
{2}, Sacrifice a Clue: Return Unshakable Tail from your graveyard to your hand.
3/2
Boltbender

Boltbender {3}{R}

Creature - Goblin Wizard
Disguise {1}{R}
When Boltbender is turned face up, you may choose new targets for any number of other spells and/or abilities.
"You should really work on your aim."
4/2
Havoc Eater

Havoc Eater {5}{R}{R}

Creature - Elemental
Flying
When Havoc Eater enters, for each opponent, goad up to one target creature that opponent controls. Put X +1/+1 counters on Havoc Eater, where X is the total power of creatures goaded this way.
3/3
Hot Pursuit

Hot Pursuit {1}{R}

Enchantment
When Hot Pursuit enters, suspect target creature an opponent controls. As long as Hot Pursuit remains on the battlefield, that creature is also goaded.
At the beginning of combat on your turn, if two or more players have lost the game, gain control of all goaded and/or suspected creatures until end of turn. Untap them. They gain haste until end of turn.
Mob Verdict

Mob Verdict {2}{R}{R}

Sorcery
Secret council — Each player secretly votes for another player, then those votes are revealed. For each vote an opponent received, Mob Verdict deals 2 damage to that player and each creature that player controls. For each vote you received, draw a card.
The court of public opinion doesn't hear appeals.
Prisoner's Dilemma

Prisoner's Dilemma {3}{R}{R}

Sorcery
Each opponent secretly chooses silence or snitch, then the choices are revealed. If each opponent chose silence, Prisoner's Dilemma deals 4 damage to each of them. If each opponent chose snitch, Prisoner's Dilemma deals 8 damage to each of them. Otherwise, Prisoner's Dilemma deals 12 damage to each opponent who chose silence.
Flashback {5}{R}{R}
Showstopping Surprise

Showstopping Surprise {3}{R}{R}

Instant
Choose target creature you control. Turn it face up if it's face down. Then it deals damage equal to its power to each other creature.
"I prefer gasps and screams to polite applause."
—Judith
Tesak, Judith's Hellhound

Tesak, Judith's Hellhound {3}{R}

Legendary Creature - Elemental Dog
Unleash
Other Dogs you control have unleash.
Creatures you control with counters on them have haste.
Whenever Tesak, Judith's Hellhound attacks, add {R} for each attacking creature.
3/3
Experiment Twelve

Experiment Twelve {3}{G}

Creature - Elf Lizard Warrior
Trample
Whenever Experiment Twelve or another creature you control is turned face up, put +1/+1 counters on that creature equal to its power.
Disguise {4}{G}
4/4