Rarity: R
#: 342
Creature Type or Sub Type: Creature — Human Wizard
P: 1
T: 3
Rules Text Contains: You have no maximum hand size.
At the beginning of your upkeep, if you have exactly thirteen cards in your hand, you win the game.
3U: Draw a card.
Rarity: R
#: 311
Creature Type or Sub Type: Legendary Creature — Human Werewolf // Legendary Creature — Werewolf
P: 3/4
T: 3/4
Rules Text Contains: Whenever a Wolf or Werewolf you control deals combat damage to a player, draw a card.
At the beginning of your upkeep, if you control thr...
Rarity: R
#: 367
Creature Type or Sub Type: Sorcery
Rules Text Contains: Put two +1/+1 counters on target creature. It gains vigilance, trample, lifelink, indestructible, and haste until end of turn.
Flashback 2RW
Rarity: R
#: 33
Creature Type or Sub Type: Enchantment
Rules Text Contains: As Sigarda’s Splendor enters the battlefield, note your life total.
At the beginning of your upkeep, draw a card if your life total is greater than or equal to the last noted life total for Sigarda’s Splendor. The...
Rarity: M
#: 362
Creature Type or Sub Type: Creature — Ooze
P: *
T: *+1
Rules Text Contains: Consuming Blob's power is equal to the number of card types among cards in your graveyard and its toughness is equal to that number plus 1.
At the beginning of your end step, create a green Oo...
Rarity: R
#: 369
Creature Type or Sub Type: Sorcery
Rules Text Contains: Create a token that’s a copy of target non-Frog creature, except it’s a 1/1 green Frog.
Flashback 3GU
Rarity: R
#: 377
Creature Type or Sub Type: Legendary Artifact
Rules Text Contains: If it's neither day nor night, it becomes day as The Celestus enters the battlefield.
T: Add one mana of any color.
3, T: If it's night, it becomes day. Otherwise, it becomes night. Activate only as a sorc...
Rarity: M
#: 194
Creature Type or Sub Type: Creature — Wolf
P: 4
T: 3
Rules Text Contains: Trample
When Primal Adversary enters the battlefield, you may pay 1G any number of times. When you pay this cost one or more times, put that many +1/+1 counters on Primal Adversary, then up to t...
Rarity: M
#: 264
Creature Type or Sub Type: Land // Artifact Creature — Horror Construct
P: 3
T: 7
Rules Text Contains: T: Add 1.
1, T, Sacrifice a creature: Put a soul counter on Hostile Hostel. Then if there are three or more soul counters on it, remove those counters, transform it,...
Rarity: R
#: 76
Creature Type or Sub Type: Creature — Horror
P: 5
T: 5
Rules Text Contains: Whenever Sludge Monster enters the battlefield or attacks, put a slime counter on up to one other target creature.
Non-Horror creatures with slime counters on them lose all abilities and have b...
Rarity: R
#: 215
Creature Type or Sub Type: Sorcery
Rules Text Contains: Create a token that’s a copy of target non-Frog creature, except it’s a 1/1 green Frog.
Flashback 3GU (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Flavor: Frog is the sinceres...
Rarity: T
#: 5 // 18
Creature Type or Sub Type: Token Creature — Zombie // Emblem
P: 2
T: 2
Rules Text Contains: Decayed (This creature can't block. When it attacks, sacrifice it at end of combat.)
//
Wrenn and Seven
You have no maximum hand size.
Rarity: U
#: 237
Creature Type or Sub Type: Sorcery
Rules Text Contains: As an additional cost to cast this spell, sacrifice a nonland permanent.
Exile target nonland permanent.
Flashback 2WB (You may cast this card from your graveyard for its flashback cost and any additional costs. Then...
Rarity: R
#: 309
Creature Type or Sub Type: Legendary Creature — Human Warlock
P: 1
T: 1
Rules Text Contains: Protection from Werewolves
Human creatures you control have "T, Add one mana of any of this creature's colors."
4GW, T: Put a +1/+1 counter on each creature you control.
Rarity: T
#: 16 // 18
Creature Type or Sub Type: Token Artifact — Clue // Emblem
Rules Text Contains: 2, Sacrifice this artifact: Draw a card.
//
Wrenn and Seven
You have no maximum hand size.
Near Mint condition cards show minimal or no wear from play or handling and will have an unmarked surface, crisp corners, and otherwise pristine edges outside of minimal handling. Near Mint condition cards appear 'fresh out of the pack,' with edges and surfaces virtually free from all flaws. '
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Lightly Played (LP)'
Lightly Played condition cards can have slight border or corner wear, or possibly minor scratches. No major defects are present, and there are less than 4 total flaws on the card. Lightly Played condition foils may have slight fading or indications of wear on the card face. '
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Moderately Played (MP)'
Moderately Played condition cards have moderate wear, or flaws apparent to the naked eye. Moderately Played condition cards can show moderate border wear, mild corner wear, water damage, scratches , creases or fading, light dirt buildup, or any combination of these defects. '
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Heavily Played (HP)'
Heavily Played condition cards exhibit signs of heavy wear. Heavily Played condition cards may include cards that have significant creasing, folding, severe water damage, heavy whitening, heavy border wear, and /or tearing. '
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Damaged (D)'
Damaged condition cards show obvious tears, bends, or creases that could make the card illegal for tournament play, even when sleeved. Damaged condition cards have massive border wear, possible writing or major inking (ex. white-bordered cards with black-markered front borders), massive corner wear, prevalent scratching, folds, creases or tears. '