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{3}{B}
Aetherborn Marauder
Creature - Aetherborn Rogue
Flying, lifelink

When Aetherborn Marauder enters the battlefield, move any number of +1/+1 counters from other permanents you control onto Aetherborn Marauder.
2 / 2
{4}{W}{W}
Barren Glory
Enchantment
At the beginning of your upkeep, if you control no permanents other than Barren Glory and have no cards in hand, you win the game.
{3}{B}
Bite of the Black Rose
Sorcery
Will of the council -- Starting with you, each player votes for sickness or psychosis. If sickness gets more votes, creatures your opponents control get -2/-2 until end of turn. If psychosis gets more votes or the vote is tied, each opponent discards two cards.
{5}{W}
Channel Harm
Instant
Prevent all damage that would be dealt to you and permanents you control this turn by sources you don't control. If damage is prevented this way, you may have Channel Harm deal that much damage to target creature.
{1}{W}{W}
Council's Judgment
Sorcery
Will of the council -- Starting with you, each player votes for a nonland permanent you don't control. Exile each permanent with the most votes or tied for most votes.
{4}{W}
Custodi Squire
Creature - Spirit Cleric
Flying

Will of the council -- When Custodi Squire enters the battlefield, starting with you, each player votes for an artifact, creature, or enchantment card in your graveyard. Return each card with the most votes or tied for most votes to your hand.
3 / 3
{4}{W}
Custodi Squire
Creature - Spirit Cleric
Flying

Will of the council -- When Custodi Squire enters the battlefield, starting with you, each player votes for an artifact, creature, or enchantment card in your graveyard. Return each card with the most votes or tied for most votes to your hand.
3 / 3
{2}{B}{B}
Diabolic Tutor
Sorcery
Search your library for a card, put that card into your hand, then shuffle.
{2}{B}{B}
Diabolic Tutor
Sorcery
Search your library for a card, put that card into your hand, then shuffle.
{1}{W}
Ephemeral Shields
Instant
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.)

Target creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
{3}{W}
Eyes in the Skies
Instant
Create a 1/1 white Bird creature token with flying, then populate. (Create a token that's a copy of a creature token you control.)
{1}{B}
Grudge Keeper
Creature - Zombie Wizard
Whenever players finish voting, each opponent who voted for a choice you didn't vote for loses 2 life.
2 / 1
{1}{B}
Grudge Keeper
Creature - Zombie Wizard
Whenever players finish voting, each opponent who voted for a choice you didn't vote for loses 2 life.
2 / 1
{1}{B}
Grudge Keeper
Creature - Zombie Wizard
Whenever players finish voting, each opponent who voted for a choice you didn't vote for loses 2 life.
2 / 1
{1}{B}
Grudge Keeper
Creature - Zombie Wizard
Whenever players finish voting, each opponent who voted for a choice you didn't vote for loses 2 life.
2 / 1
{1}{W}{B}
Harsh Sustenance
Instant
Harsh Sustenance deals X damage to any target and you gain X life, where X is the number of creatures you control.
{3}{B}
Haunted Dead
Creature - Zombie
When Haunted Dead enters the battlefield, create a 1/1 white Spirit creature token with flying.

{1}{B}, Discard two cards: Return Haunted Dead from your graveyard to the battlefield tapped.
2 / 2
{3}{B}
Haunted Dead
Creature - Zombie
When Haunted Dead enters the battlefield, create a 1/1 white Spirit creature token with flying.

{1}{B}, Discard two cards: Return Haunted Dead from your graveyard to the battlefield tapped.
2 / 2
{1}{W}
Intangible Virtue
Enchantment
Creature tokens you control get +1/+1 and have vigilance.
{1}{W}
Intangible Virtue
Enchantment
Creature tokens you control get +1/+1 and have vigilance.
{1}{W}
Intangible Virtue
Enchantment
Creature tokens you control get +1/+1 and have vigilance.
{3}
Jar of Eyeballs
Artifact
Whenever a creature you control dies, put two eyeball counters on Jar of Eyeballs.

{3}, {T}, Remove all eyeball counters from Jar of Eyeballs: Look at the top X cards of your library, where X is the number of eyeball counters removed this way. Put one of them into your hand and the rest on the bottom of your library in any order.
{2}{W}
Kor Chant
Instant
All damage that would be dealt this turn to target creature you control by a source of your choice is dealt to another target creature instead.
{2}{W}
Lingering Souls
Sorcery
Create two 1/1 white Spirit creature tokens with flying.

Flashback {1}{B} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
{2}{W}
Lingering Souls
Sorcery
Create two 1/1 white Spirit creature tokens with flying.

Flashback {1}{B} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
{4}{W}{B}
Magister of Worth
Creature - Angel
Flying

Will of the council -- When Magister of Worth enters the battlefield, starting with you, each player votes for grace or condemnation. If grace gets more votes, each player returns each creature card from their graveyard to the battlefield. If condemnation gets more votes or the vote is tied, destroy all creatures other than Magister of Worth.
4 / 4
{3}{B}
Magus of the Abyss
Creature - Human Wizard
At the beginning of each player's upkeep, destroy target nonartifact creature that player controls of their choice. It can't be regenerated.
4 / 3
{2}{W}
Mentor of the Meek
Creature - Human Soldier
Whenever another creature with power 2 or less enters the battlefield under your control, you may pay {1}. If you do, draw a card.
2 / 2
{2}{W}
Midnight Haunting
Instant
Create two 1/1 white Spirit creature tokens with flying.
{2}{W}
Midnight Haunting
Instant
Create two 1/1 white Spirit creature tokens with flying.
{3}{W}
Nearheath Chaplain
Creature - Human Cleric
Lifelink

{2}{W}, Exile Nearheath Chaplain from your graveyard: Create two 1/1 white Spirit creature tokens with flying. Activate only as a sorcery.
3 / 1
{3}{W}
Nearheath Chaplain
Creature - Human Cleric
Lifelink

{2}{W}, Exile Nearheath Chaplain from your graveyard: Create two 1/1 white Spirit creature tokens with flying. Activate only as a sorcery.
3 / 1
{3}
Orzhov Cluestone
Artifact
{T}: Add {W} or {B}.

{W}{B}, {T}, Sacrifice Orzhov Cluestone: Draw a card.
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
--
Plains
Basic Land - Plains
({T}: Add {W}.)
{3}{U}
Plea for Power
Sorcery
Will of the council -- Starting with you, each player votes for time or knowledge. If time gets more votes, take an extra turn after this one. If knowledge gets more votes or the vote is tied, draw three cards.
{4}{W}{W}
Pristine Angel
Creature - Angel
Flying

As long as Pristine Angel is untapped, it has protection from artifacts and from all colors.

Whenever you cast a spell, you may untap Pristine Angel.
4 / 4
{1}{W}
Renounce
Instant
Sacrifice any number of permanents. You gain 2 life for each permanent sacrificed this way.
{2}{W}
Rootborn Defenses
Instant
Populate. Creatures you control gain indestructible until end of turn. (To populate, create a token that's a copy of a creature token you control.)
{W}
Stave Off
Instant
Target creature gains protection from the color of your choice until end of turn.
{W}
Stave Off
Instant
Target creature gains protection from the color of your choice until end of turn.
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
--
Swamp
Basic Land - Swamp
({T}: Add {B}.)
{5}
Tamiyo's Journal
Legendary Artifact
At the beginning of your upkeep, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this artifact: Draw a card.")

{T}, Sacrifice three Clues: Search your library for a card, put that card into your hand, then shuffle.
{5}
Tamiyo's Journal
Legendary Artifact
At the beginning of your upkeep, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this artifact: Draw a card.")

{T}, Sacrifice three Clues: Search your library for a card, put that card into your hand, then shuffle.
--
Westvale Abbey
Land
{T}: Add {C}.

{5}, {T}, Pay 1 life: Create a 1/1 white and black Human Cleric creature token.

{5}, {T}, Sacrifice five creatures: Transform Westvale Abbey, then untap it.
--
Ormendahl, Profane Prince
Legendary Creature - Demon

Flying, lifelink, indestructible, haste

--
Brago's Favor
Conspiracy
Hidden agenda (Start the game with this conspiracy face down in the command zone and secretly choose a card name. You may turn this conspiracy face up any time and reveal that name.)

Spells with the chosen name you cast cost {1} less to cast.
--
Double Stroke
Conspiracy
Hidden agenda (Start the game with this conspiracy face down in the command zone and secretly choose a card name. You may turn this conspiracy face up any time and reveal that name.)

Whenever you cast an instant or sorcery spell with the chosen name, you may copy it. You may choose new targets for the copy.
--
Muzzio's Preparations
Conspiracy
Hidden agenda (Start the game with this conspiracy face down in the command zone and secretly choose a card name. You may turn this conspiracy face up any time and reveal that name.)

Each creature you control with the chosen name enters the battlefield with an additional +1/+1 counter on it.
--
Power Play
Conspiracy
(Start the game with this conspiracy face up in the command zone.)

You are the starting player. If multiple players would be the starting player, one of those players is chosen at random.
--
Secret Summoning
Conspiracy
Hidden agenda (Start the game with this conspiracy face down in the command zone and secretly choose a card name. You may turn this conspiracy face up any time and reveal that name.)

Whenever a creature with the chosen name enters the battlefield under your control, you may search your library for any number of cards with that name, reveal them, put them into your hand, then shuffle.
--
Unexpected Potential
Conspiracy
Hidden agenda (Start the game with this conspiracy face down in the command zone and secretly choose a card name. You may turn this conspiracy face up any time and reveal that name.)

You may spend mana as though it were mana of any color to cast spells with the chosen name.