Equipped creature gets +2/+2.
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
Flying
When this creature enters, target creature gets +1/+1 and gains flying until end of turn.
Double strike
Teleport — : This creature phases out. (Treat it and anything attached to it as though they don't exist until your next turn.)
At the beginning of your end step, if you gained 3 or more life this turn, create a 3/3 white Angel creature token with flying.
, , Exile The Book of Exalted Deeds: Put an enlightened counter on target Angel. It gains "You can't lose the game and your opponents can't win the game." Activate only as a sorcery.
Whenever you gain life, put a +1/+1 counter on this creature.
(Gain the next level as a sorcery to add its ability.)
If you would gain life, you gain that much life plus 1 instead.
: Level 2
Whenever you gain life, put a +1/+1 counter on target creature you control.
: Level 3
When this Class becomes level 3, return target creature card from your graveyard to the battlefield. You gain life equal to that creature's toughness.
When this creature enters, venture into the dungeon. (Enter the first room or advance to the next room.)
As long as you've completed a dungeon, this creature gets +3/+0 and has flying.
Equipped creature gets +2/+1.
When equipped creature dies, you may have this Equipment become a 2/1 Construct artifact creature with flying and ward . If you do, it isn't an Equipment.
Equip
When this creature enters, choose one —
Equipped creature gets +1/+1.
Whenever equipped creature attacks, venture into the dungeon. (Enter the first room or advance to the next room.)
Beacon of Hope — When this creature enters, creatures you control get +1/+1 and gain vigilance until end of turn.
Target creature or planeswalker an opponent controls phases out. If that permanent is black, exile it instead. (If it phases out, treat it and anything attached to it as though they don't exist until its controller's next turn.)
As this creature enters, you may reveal a Dragon card from your hand. If you do or if you control a Dragon, this creature enters with a +1/+1 counter on it.
Dragons you control have ward . (Whenever a Dragon you control becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
As long as this creature is equipped, it gets +0/+2.
Defender, flying
Whenever this creature is dealt damage, you and target opponent each draw a card.
As long as you've completed a dungeon, this creature has double strike.
As long as Grand Master of Flowers has seven or more loyalty counters on him, he's a 7/7 Dragon God creature with flying and indestructible.
+1: Target creature without first strike, double strike, or vigilance can't attack or block until your next turn.
+1: Search your library and/or graveyard for a card named Monk of the Open Hand, reveal it, and put it into your hand. If you search your library this way, shuffle.
Flash
Vigilance
When this creature enters, any number of other target creatures you control phase out. (Treat them and anything attached to them as though they don't exist until their controller's next turn.)
Stunning Strike — , : Tap target creature.
Flying, vigilance
When Icingdeath, Frost Tyrant dies, create Icingdeath, Frost Tongue, a legendary white Equipment artifact token with "Equipped creature gets +2/+0," "Whenever equipped creature attacks, tap target creature defending player controls," and equip .
When this creature enters, look at the top four cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Whenever one or more artifacts you control enter, put a +1/+1 counter on this creature. This ability triggers only once each turn.
You have hexproof. (You can't be the target of spells or abilities your opponents control.)
Each opponent can't venture into the dungeon more than once each turn.
When this creature enters, if an opponent controls more lands than you, search your library for a basic Plains card, put it onto the battlefield tapped, then shuffle.
Enchant nonland permanent
Enchanted permanent is a Treasure artifact with " , Sacrifice this artifact: Add one mana of any color," and it loses all other abilities. (If it was a creature, it's no longer a creature.)
Flurry of Blows — Whenever you cast your second spell each turn, put a +1/+1 counter on this creature.
Divine Intervention — When this creature enters, you may search your library for an enchantment card, reveal it, then shuffle and put that card on top.
Whenever Nadaar enters or attacks, venture into the dungeon. (Enter the first room or advance to the next room.)
Other creatures you control get +1/+1 as long as you've completed a dungeon.
Magical Tinkering — , , Sacrifice an artifact: Search your library for an artifact card with mana value equal to 1 plus the sacrificed artifact's mana value, put it onto the battlefield, then shuffle. Activate only as a sorcery.
Spells your opponents cast during your turn cost more to cast.
Creatures you control get +1/+1.
Whenever you attack, until end of turn, target attacking creature gets +1/+1 for each other attacking creature and gains double strike.
When this Equipment enters, attach it to target creature you control.
Equipped creature gets +0/+2.
Whenever this creature attacks, venture into the dungeon. (Enter the first room or advance to the next room.)
Equipped creature gets +3/+3 and has ward . (Whenever equipped creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Equip . This ability costs less to activate for each other Equipment you control. ( : Attach to target creature you control. Equip only as a sorcery.)
When this artifact enters, exile target nonland permanent an opponent controls with mana value 2 or less until this artifact leaves the battlefield.
When this artifact enters, draw a card.
, , Sacrifice this artifact: You gain 3 life.
When this creature enters, you gain 1 life and draw a card.
Target creature gets +2/+0 and gains first strike until end of turn. Up to one other target creature gets +0/+2 and gains lifelink until end of turn.
, , Tap another untapped creature you control: Venture into the dungeon. Activate only as a sorcery. (Enter the first room or advance to the next room.)
Lifelink
At the beginning of your end step, exile up to one target artifact or creature you control, then return that card to the battlefield under its owner's control.
Cold Breath — When this creature enters, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
Choose one —
Psionic Spells — When this creature enters, choose target instant or sorcery card in your graveyard, then roll a d20.
1—9 | You may put that card on top of your library.
10—20 | Return that card to your hand.
Whirlwind — When this creature enters, return up to one other target creature to its owner's hand.
Search the Room — : Roll a d20.
1—9 | Draw a card.
10—20 | Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
Counter target creature or planeswalker spell. Venture into the dungeon. (Enter the first room or advance to the next room.)
You may choose not to untap The Blackstaff of Waterdeep during your untap step.
Animate Walking Statue — , : Another target nontoken artifact you control becomes a 4/4 artifact creature for as long as The Blackstaff of Waterdeep remains tapped. Activate only as a sorcery.
Lightning Breath — When this creature enters, until your next turn, target creature an opponent controls gets -3/-0, up to one other target creature gets -2/-0, and up to one other target creature gets -1/-0.
Enchant creature
When this Aura enters, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.
Mage Hand — : Untap target permanent not named Clever Conjurer. Activate only as a sorcery.
Roll a d20.
1—9 | Draw two cards.
10—19 | Scry 2, then draw two cards.
20 | Scry 3, then draw three cards.
This spell costs less to cast for each instant and sorcery spell you've cast this turn.
Whenever this creature attacks, exile up to one target instant or sorcery card from your graveyard. Copy it. You may cast the copy.
You may cast this card from your graveyard by exiling four instant and/or sorcery cards from your graveyard in addition to paying its other costs.
Displacement — : Return this creature to its owner's hand.
When this creature enters, roll a d20.
1—9 | Scry 1.
10—19 | Scry 2.
20 | Scry 3.
Drag Below — When this creature enters, tap it and up to one target creature an opponent controls. They don't untap during their controllers' next untap steps.
At the beginning of combat on your turn, if you've completed a dungeon, up to one target creature becomes a Bird with base power and toughness 1/1 and flying until end of turn.
Whenever you roll one or more dice, create a 1/1 blue Faerie Dragon creature token with flying.
Enchanted creature has flying and "Whenever this creature deals combat damage to a player, venture into the dungeon." (Enter the first room or advance to the next room.)
Whenever a creature you control becomes blocked, you may return it to its owner's hand.
Whenever one or more creatures you control deal combat damage to a player, draw a card.
Whenever this creature deals combat damage to a player, put a +1/+1 counter on it.
Cunning Action — : This creature can't be blocked this turn.
Iymrith has ward as long as it's untapped.
Whenever Iymrith deals combat damage to a player, draw a card. Then if you have fewer than three cards in hand, draw cards equal to the difference.
Dominate Monster — When this creature enters, gain control of target creature for as long as you control this creature.
+2: Draw two cards, then put a card from your hand on the bottom of your library.
−2: Create a blue Dog Illusion creature token with "This token's power and toughness are each equal to twice the number of cards in your hand."
−10: Exchange your hand and library, then shuffle. You get an emblem with "You have no maximum hand size."
Until end of turn, target creature becomes a Dragon with base power and toughness 4/4 and gains flying. (It loses all other creature types.)
Grant an Advantage — If you would roll one or more dice, instead roll that many dice plus one and ignore the lowest roll.
Choose target creature an opponent controls, then roll a d20.
1—9 | Return it to its owner's hand.
10—19 | Its owner puts it on their choice of the top or bottom of their library.
20 | Gain control of it until the end of your next turn.
When this Aura enters, if enchanted creature is red, tap it.
As long as enchanted creature is red, it loses all abilities.
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Cone of Cold — When this creature enters, choose target creature an opponent controls, then roll a d20.
1—9 | Tap that creature.
10—20 | Tap that creature. It doesn't untap during its controller's next untap step.
Defender
: Venture into the dungeon. Activate only as a sorcery. (Enter the first room or advance to the next room.)
Target creature gets -2/-0 until end of turn.
Draw a card.
Whenever this creature deals combat damage to a player, venture into the dungeon. (Enter the first room or advance to the next room.)
When this creature enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Whenever this creature deals combat damage to a player, draw a card.
Choose target player. Return half the creatures they control to their owner's hand, rounded up.
Draw a card for each different mana value among nonland cards in your graveyard.
Each opponent exiles cards from the top of their library until that player has exiled cards with total mana value 20 or more.
Invoke Duplicity — Equipped creature gets +1/+1 and has "Whenever this creature deals combat damage to a player, you may sacrifice Trickster's Talisman. If you do, create a token that's a copy of this creature."
Target artifact or creature becomes a copy of another target artifact or creature.
You have no maximum hand size.
When this Class becomes level 2, draw two cards.
Whenever you draw a card, put a +1/+1 counter on target creature you control.
: Exile target instant or sorcery card from a graveyard. Roll a d20. Activate only as a sorcery.
1—9 | Copy that card. You may cast the copy.
10—19 | Copy that card. You may cast the copy by paying rather than paying its mana cost.
20 | Copy each card exiled with this artifact. You may cast any number of the copies without paying their mana costs.
This creature can't be blocked as long as it's attacking alone.
When Acererak enters, if you haven't completed Tomb of Annihilation, return Acererak to its owner's hand and venture into the dungeon.
Whenever Acererak attacks, for each opponent, you create a 2/2 black Zombie creature token unless that player sacrifices a creature of their choice.
Binding Contract — If you would draw a card, exile the top card of your library face down instead.
: Draw seven cards.
: Return all cards exiled with Asmodeus to their owner's hand and you lose that much life.
Acid Breath — When this creature enters, target creature an opponent controls gets -3/-3 until end of turn.
At the beginning of your end step, if you lost 2 or more life this turn, create a 2/2 black Zombie creature token.
, Exile The Book of Vile Darkness and artifacts you control named Eye of Vecna and Hand of Vecna: Create Vecna, a legendary 8/8 black Zombie God creature token with indestructible and all triggered abilities of the exiled cards.
Target opponent reveals their hand. You choose a nonland card from it. Exile that card. If an instant card or a card with flash is exiled this way, they lose 1 life. Otherwise, you lose 1 life.
When this creature dies, venture into the dungeon. (Enter the first room or advance to the next room.)
As an additional cost to cast this spell, sacrifice an artifact or creature.
Draw two cards and create a Treasure token. (It's an artifact with " , Sacrifice this token: Add one mana of any color.")
Skeletons, Vampires, and Zombies you control get +1/+1.
At the beginning of your end step, if a creature died this turn, you may pay . If you do, create a 1/1 black Skeleton creature token.
Target opponent discards two cards, mills two cards, and loses 2 life. (To mill a card, a player puts the top card of their library into their graveyard.)
Target opponent discards a card. If mana from a Treasure was spent to cast this spell, instead that player reveals their hand, you choose a nonland card from it, then that player discards that card.
Reach
Whenever this creature deals combat damage to a player, create a 2/1 black Spider creature token with menace and reach.
This creature enters tapped.
Whenever you complete a dungeon, you may return this card from your graveyard to your hand.
Ebondeath enters tapped.
You may cast this card from your graveyard if a creature not named Ebondeath, Dracolich died this turn.
Target creature gets -11/-11 until end of turn.
Return up to one target creature card from your graveyard to your hand. Venture into the dungeon. (Enter the first room or advance to the next room.)
Until end of turn, target creature gains "When this creature dies, return it to the battlefield tapped under its owner's control with a +1/+1 counter on it."
Menace
, , Pay 1 life: Create a Treasure token.
: Target creature gets +2/+0 until end of turn. If mana from a Treasure was spent to activate this ability, that creature also gains deathtouch until end of turn.
Engulf — When this creature enters, exile target non-Ooze creature an opponent controls until this creature leaves the battlefield.
Dissolve — : Put target creature card with mana value X exiled with this creature into its owner's graveyard.
Destroy target creature or planeswalker. Create a Treasure token. (It's an artifact with " , Sacrifice this token: Add one mana of any color.")
Tragic Backstory — Cast this spell only if a creature died this turn.
Circle of Death — : Roll a d20.
1—9 | Each opponent loses 2 life.
10—19 | Each opponent loses 2 life and you gain 2 life.
20 | Each opponent loses 2 life and you gain 2 life. Create two Treasure tokens. (They're artifacts with " , Sacrifice this token: Add one mana of any color.")
When this creature enters, if mana from a Treasure was spent to cast it, you draw a card and you lose 1 life.
Whenever this creature deals combat damage to a player, create a Treasure token. (It's an artifact with " , Sacrifice this token: Add one mana of any color.")
Sneak Attack — Whenever this creature attacks, roll a d20.
1—9 | This creature gains deathtouch until end of turn.
10—19 | It gets +1/+0 and gains deathtouch until end of turn.
20 | It gets +3/+0 and gains first strike and deathtouch until end of turn.
Whenever a creature you control dies, put a loyalty counter on Lolth.
0: You draw a card and you lose 1 life.
−3: Create two 2/1 black Spider creature tokens with menace and reach.
−8: You get an emblem with "Whenever an opponent is dealt combat damage by one or more creatures you control, if that player lost less than 8 life this turn, they lose life equal to the difference."
Tail Spikes — When this creature enters, destroy target creature an opponent controls that was dealt damage this turn.
Destroy target non-Angel, non-Demon, non-Devil, non-Dragon creature.
When this Aura enters, venture into the dungeon. (Enter the first room or advance to the next room.)
Enchanted creature gets -2/-2. It gets -5/-5 instead as long as you've completed a dungeon.
Target creature gets -4/-1 until end of turn. If that creature is white, it gets -4/-4 until end of turn instead.
Whenever equipped creature attacks, it gains deathtouch until end of turn.
Whenever equipped creature attacks alone, defending player loses 2 life and you gain 2 life.
Sacrifice another creature: This creature gets +2/+2 until end of turn. Activate only once each turn.
When this creature dies, choose one —
When this creature enters, create a Treasure token. (It's an artifact with " , Sacrifice this token: Add one mana of any color.")
, Sacrifice another creature or a Treasure: Draw a card.
This artifact enters with X void counters on it.
At the beginning of your upkeep, exile this artifact, all creatures and planeswalkers with mana value less than or equal to the number of void counters on it, and all creature and planeswalker cards in graveyards with mana value less than or equal to the number of void counters on it.
When this Equipment enters, create a Treasure token. (It's an artifact with " , Sacrifice this token: Add one mana of any color.")
Equipped creature can't be blocked as long as its power is 3 or less.
When this creature enters, each opponent loses 2 life and you gain 2 life.
Equipped creature gets +2/+0 and has deathtouch.
: Until end of turn, this Equipment gains "Whenever equipped creature deals combat damage to a player, that player loses the game."
At the beginning of your end step, if a creature died this turn, each opponent loses 1 life.
When this Class becomes level 2, look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard.
At the beginning of your end step, each opponent loses life equal to the life they lost this turn. (Damage causes loss of life.)
Ward—Discard a card. (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player discards a card.)
Whenever this creature deals combat damage to a player, put that many +1/+1 counters on it.
Life Drain — Whenever a creature dealt damage by this creature this turn dies, create a tapped 2/2 black Zombie creature token and exile that card.
Deathtouch
At the beginning of your end step, if a creature died this turn, venture into the dungeon. (Enter the first room or advance to the next room.)
As long as this creature is equipped, it has menace. (It can't be blocked except by two or more creatures.)
If you would roll one or more dice, instead roll that many dice plus one and ignore the lowest roll.
Whenever you roll one or more dice, target creature you control gets +2/+0 and gains menace until end of turn.
Creatures you control have haste.
: Goblins you control get +1/+0 and gain haste until end of turn.
Pack tactics — Whenever this creature attacks, if you attacked with creatures with total power 6 or greater this combat, create a 1/1 red Goblin creature token that's tapped and attacking.
Equipped creature gets +1/+0 and has haste.
Whenever you roll one or more dice, this creature deals 1 damage to each opponent.
Burning Hands deals 2 damage to target creature or planeswalker. If that permanent is green, Burning Hands deals 6 damage instead.
Wild Magic Surge — Whenever this creature attacks, roll a d20.
1—9 | Exile the top card of your library. You may play it this turn.
10—19 | Exile the top two cards of your library. You may play them this turn.
20 | Exile the top three cards of your library. You may play them this turn.
Target creature gains double strike until end of turn.
When you roll a natural 20, return this card from your graveyard to your hand. (A natural 20 is a roll that displays 20 on the die.)
Whenever Delina attacks, choose target creature you control, then roll a d20.
1—14 | Create a tapped and attacking token that's a copy of that creature, except it's not legendary and it has "At end of combat, exile this token."
15—20 | Create one of those tokens. You may roll again.
As an additional cost to cast this spell, you may reveal a Dragon card from your hand or choose a Dragon you control.
Dragon's Fire deals 3 damage to target creature or planeswalker. If you revealed a Dragon card or chose a Dragon as you cast this spell, Dragon's Fire deals damage equal to the power of that card or creature instead.
Equipped creature gets +2/+0.
Siege Monster — When this creature enters, roll a d20.
1—9 | Each player sacrifices a permanent of their choice.
10—19 | Each opponent sacrifices a permanent of their choice.
20 | Each opponent sacrifices two permanents of their choice.
Farideh's Fireball deals 5 damage to target creature or planeswalker. Roll a d20.
1—9 | Farideh's Fireball deals 2 damage to each player.
10—20 | Farideh's Fireball deals 2 damage to each opponent.
This creature can't block.
Rejuvenation — When this creature dies, exile it. If you do, exile the top card of your library. Until the end of your next turn, you may play one of those cards. (If you cast Flameskull this way, you can't play the other card, and vice versa.)
Haste
Whenever this creature becomes blocked, it deals 1 damage to target creature blocking it.
Equipped creature gets +1/+0 and has trample.
When this Equipment enters, roll a d20.
1—9 | Create a 1/1 red Goblin creature token.
10—20 | Create a 1/1 red Goblin creature token, then attach this Equipment to it.
Whenever this creature attacks, roll a d20.
1—9 | Create a Treasure token. (It's an artifact with " , Sacrifice this token: Add one mana of any color.")
10—19 | Create two Treasure tokens.
20 | Create three Treasure tokens.
Other Goblins you control get +1/+1.
, : This creature deals damage equal to the number of Goblins that entered the battlefield under your control this turn to any target.
Pack tactics — Whenever this creature attacks, if you attacked with creatures with total power 6 or greater this combat, this creature gains first strike until end of turn.
Improvised Weaponry deals 2 damage to any target. Create a Treasure token. (It's an artifact with " , Sacrifice this token: Add one mana of any color.")
This spell can't be countered.
Flying, haste
: Inferno of the Star Mounts gets +1/+0 until end of turn. When its power becomes 20 this way, it deals 20 damage to any target.
When this creature enters, if mana from a Treasure was spent to cast it, it gains first strike and haste until end of turn.
Put a +1/+1 counter on target creature. That creature gains haste until end of turn and can't be blocked by Walls this turn. Venture into the dungeon. (Enter the first room or advance to the next room.)
Magic Missile deals 3 damage divided as you choose among one, two, or three targets.
Meteor Swarm deals 8 damage divided as you choose among X target creatures and/or planeswalkers.
Pack tactics — Whenever this creature attacks, if you attacked with creatures with total power 6 or greater this combat, you may put a Dragon creature card from your hand onto the battlefield tapped and attacking.
, : Add two mana in any combination of colors. Spend this mana only to cast Dragon spells or activate abilities of Dragons.
, , Sacrifice this artifact: Look at the top seven cards of your library. You may reveal a Dragon card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. If mana from a Treasure was spent to cast this spell, that creature gets +2/+0 until end of turn.
Fire Breath — When this creature enters, it deals 4 damage to each opponent.
First strike
Sacrifice an artifact: This creature gets +2/+0 until end of turn.
10—19 | Create two of those tokens.
20 | Create three of those tokens.
Trample
Pack tactics — Whenever this creature attacks, if you attacked with creatures with total power 6 or greater this combat, you may sacrifice another creature. When you do, this creature deals damage equal to the sacrificed creature's power to target creature.
As an additional cost to cast this spell, discard a card.
Draw two cards and create two Treasure tokens. (They're artifacts with " , Sacrifice this token: Add one mana of any color.")
Combat Inspiration — At the beginning of combat on your turn, target creature you control gets +1/+0 until end of turn.
You may play a card you own from outside the game this turn.
If you would create one or more Treasure tokens, instead create those tokens plus an additional Treasure token.
Whenever Zalto is dealt damage, venture into the dungeon. (Enter the first room or advance to the next room.)
+1: Creatures you control get +1/+0 and gain haste until end of turn.
0: Create a 1/1 red Devil creature token with "When this token dies, it deals 1 damage to any target."
−6: You get an emblem with "At the end of the first combat phase on your turn, untap target creature you control. After this phase, there is an additional combat phase."
At the beginning of your end step, if a creature died this turn, put a +1/+1 counter on this creature.
Target creature gets +2/+2 and gains trample until end of turn. Untap it.
: Add for each creature you control.
Bear Form — During your turn, this creature is a Bear with base power and toughness 4/2. (It loses all other creature types.)
Target creature gets +3/+3 until end of turn and must be blocked this turn if able.
: This creature gets +2/+2 and gains haste until end of turn. Activate only once each turn.
Landfall — Whenever a land you control enters, you gain 1 life.
You may play an additional land on each of your turns.
When this Class becomes level 3, target land you control becomes a creature with haste and "This creature's power and toughness are each equal to the number of lands you control." It's still a land.
+1: Venture into the dungeon. (Enter the first room or advance to the next room.)
−2: Look at the top six cards of your library. You may reveal a creature card from among them and put it into your hand. If it's legendary, you gain 3 life. Put the rest on the bottom of your library in a random order.
−7: You get an emblem with "Creatures you control have trample and haste and get +2/+2 for each differently named dungeon you've completed."
When this creature enters, create a 2/2 green Wolf creature token.
Enchant land
Enchanted land has " : Add ."
Trample, haste
Whenever this creature deals combat damage to a player, exile up to that many target cards from their graveyard. Put a +1/+1 counter on this creature for each creature card exiled this way. You gain 1 life for each noncreature card exiled this way.
Pack tactics — Whenever this creature attacks, if you attacked with creatures with total power 6 or greater this combat, put a +1/+1 counter on this creature.
Poison Breath — When this creature enters, until end of turn, whenever a creature an opponent controls is dealt damage, destroy it.
When this creature enters, you gain 3 life.
This spell costs less to cast if it targets a blue permanent you don't control.
Target creature you control gets +1/+1 until end of turn. Then it deals damage equal to its power to target creature or planeswalker you don't control.
At the beginning of your upkeep, you may put a harmony counter on Instrument of the Bards.
, : Search your library for a creature card with mana value equal to the number of harmony counters on Instrument of the Bards, reveal it, and put it into your hand. If that card is legendary, create a Treasure token. Then shuffle.
Pack tactics — Whenever this creature attacks, if you attacked with creatures with total power 6 or greater this combat, venture into the dungeon. (Enter the first room or advance to the next room.)
: Roll a d20. Activate only if this card is in your graveyard.
1—9 | Put this card on top of your library.
10—19 | Return this card to your hand.
20 | Return this card to the battlefield tapped.
Return X target cards with different mana values from your graveyard to your hand. If eight or more cards were returned to your hand this way, your life total becomes equal to your starting life total. Exile Long Rest.
This creature doesn't untap during your untap step.
Whenever you gain life, untap this creature.
, Sacrifice this creature: Search your library for a basic Forest card, put it onto the battlefield tapped, then shuffle.
This creature enters with X +1/+1 counters on it.
Split — When this creature dies, if it had two or more +1/+1 counters on it, create a token that's a copy of it at the beginning of the next end step. The token enters with half that many +1/+1 counters on it, rounded down.
Whenever a creature you control deals combat damage to a player, create that many Treasure tokens.
Keen Senses — When this creature enters, draw a card.
Destroy target creature with flying.
Whenever another creature you control enters, you gain 1 life.
This spell costs less to cast if a creature died this turn.
When this Class enters, create a 2/2 green Wolf creature token.
Whenever you attack, put a +1/+1 counter on target attacking creature.
You may look at the top card of your library any time.
You may cast creature spells from the top of your library.
Equipped creature gets +2/+1 and has reach.
: You may put a land card from your hand onto the battlefield.
Target creature you control gets +1/+0 until end of turn for each mana from a Treasure that was spent to cast this spell. Then that creature deals damage equal to its power to target creature an opponent controls.
1—9 | You gain 1 life.
10—19 | You gain 2 life.
20 | You gain 5 life.
The Tarrasque has haste and ward as long as it was cast.
Whenever The Tarrasque attacks, it fights target creature defending player controls.
Reach, ward
Whenever you cast a creature or planeswalker spell, venture into the dungeon. This ability triggers only once each turn. (To venture into the dungeon, enter the first room or advance to the next room.)
Whenever you complete a dungeon, create a 2/2 green Wolf creature token.
At the beginning of your end step, if you had a land enter the battlefield under your control this turn, venture into the dungeon. (Enter the first room or advance to the next room.)
Pack tactics — Whenever this creature attacks, if you attacked with creatures with total power 6 or greater this combat, draw a card.
: Until end of turn, this creature has base power and toughness 5/3, gains trample, and isn't a Human.
Choose one. Until end of turn, target creature you control has that base power and toughness, becomes that creature type, and gains that ability.
Flying, lifelink, haste
Legendary creatures you control enter with an additional +1/+1 counter on them.
Legendary spells you cast cost less to cast. This effect reduces only the amount of colored mana you pay.
Whenever you cast a legendary spell, exile the top two cards of your library. You may play them this turn.
When Barrowin enters, venture into the dungeon. (Enter the first room or advance to the next room.)
Whenever Barrowin attacks, return up to one creature card with mana value 3 or less from your graveyard to the battlefield if you've completed a dungeon.
Each creature you control gets +2/+0 for each Equipment attached to it.
You may pay rather than pay the equip cost of the first equip ability you activate each turn.
When Drizzt enters, create Guenhwyvar, a legendary 4/1 green Cat creature token with trample.
Whenever a creature dies, if it had power greater than Drizzt's power, put a number of +1/+1 counters on Drizzt equal to the difference.
Dark One's Own Luck — Whenever you roll one or more dice, Farideh gains flying and menace until end of turn. If any of those results was 10 or higher, draw a card.
When this Class enters, search your library for an Equipment card, reveal it, put it into your hand, then shuffle.
Equip abilities you activate cost less to activate.
Whenever a creature you control attacks, up to one target creature blocks it this combat if able.
: Draw a card. You may put a land card from your hand onto the battlefield.
Room abilities of dungeons you own trigger an additional time.
When Kalain enters, create a Treasure token. (It's an artifact with " , Sacrifice this token: Add one mana of any color.")
Other creatures you control enter with an additional +1/+1 counter on them for each mana from a Treasure spent to cast them.
Whenever Krydle deals combat damage to a player, that player loses 1 life and mills a card, then you gain 1 life and scry 1.
Whenever you attack, you may pay . If you do, target creature can't be blocked this turn.
When Minsc enters, create Boo, a legendary 1/1 red Hamster creature token with trample and haste.
: Until end of turn, target creature you control has base power and toughness X/X and becomes a Giant in addition to its other types. Activate only as a sorcery.
The second spell you cast each turn costs less to cast.
When this Class becomes level 2, return up to one target nonland permanent to its owner's hand.
At the beginning of your upkeep, exile the top card of your library. For as long as it remains exiled, it has "You may cast this card from exile as long as you've cast another spell this turn."
Flying, trample
When Orcus enters, choose one —
Whenever a creature you control deals combat damage to a player, exile the top card of that player's library face down. You may look at it for as long as it remains exiled.
Creatures you control have menace.
You may play cards exiled with this Class, and you may spend mana as though it were mana of any color to cast those spells.
Bewitching Whispers — When Shessra enters, target creature blocks this turn if able.
Whispers of the Grave — At the beginning of your end step, if a creature died this turn, you may pay 2 life. If you do, draw a card.
Each Skeleton you control has trample, attacks each combat if able, and gets +X/+0, where X is the number of other Skeletons you control.
At the beginning of your end step, create a tapped 1/1 black Skeleton creature token. If a creature died this turn, create two of those tokens instead.
When this Class enters, draw two cards, then discard two cards.
Creatures you control have " : Add or . Spend this mana only to cast an instant or sorcery spell or to gain a Class level."
Whenever you cast an instant or sorcery spell, that spell deals damage to each opponent equal to the number of instant and sorcery spells you've cast this turn.
Pack tactics — Whenever Targ Nar attacks, if you attacked with creatures with total power 6 or greater this combat, attacking creatures get +1/+0 until end of turn.
: Double Targ Nar's power and toughness until end of turn.
When Tiamat enters, if you cast it, search your library for up to five Dragon cards not named Tiamat that each have different names, reveal them, put them into your hand, then shuffle.
Whenever you gain life, put a +1/+1 counter on Trelasarra and scry 1. (Look at the top card of your library. You may put that card on the bottom.)
During your turn, this creature has first strike.
Whenever you cast a creature spell that doesn't share a creature type with a creature you control or a creature card in your graveyard, copy that spell. (A copy of a creature spell becomes a token.)
At the beginning of your upkeep, choose target opponent. Until end of turn, that player can't cast spells, you may look at the top card of their library any time, you may play the top card of their library, and you may spend mana as though it were mana of any color to cast spells this way.
Whenever you discard a card, exile that card from your graveyard.
, : Draw a card, then discard a card.
, , Sacrifice this artifact: Return all cards exiled with this artifact to their owner's hand.
, : Roll a d20 and subtract the number of cards in your hand. If the result is 0 or less, discard your hand.
1—9 | Return a card at random from your graveyard to your hand.
10—19 | Draw two cards.
20 | Put a creature card from any graveyard onto the battlefield under your control. When that creature dies, its owner loses the game.
: Add .
, : Venture into the dungeon. Activate only as a sorcery. (Enter the first room or advance to the next room.)
When Eye of Vecna enters, you draw a card and you lose 2 life.
At the beginning of your upkeep, you may pay . If you do, you draw a card and you lose 2 life.
Climb Over — : Target Wall can't block this turn.
Tie Up — , : Target creature doesn't untap during its controller's next untap step.
Rappel Down — , : Venture into the dungeon. Activate only as a sorcery. (Enter the first room or advance to the next room.)
Equipped creature gets +4/+0.
At the beginning of combat on your turn, equipped creature or a creature you control named Vecna gets +X/+X until end of turn, where X is the number of cards in your hand.
Equip—Pay 1 life for each card in your hand.
This creature attacks or blocks each combat if able.
Equipped creature gets +0/+1 and has ward . (Whenever equipped creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Equip . Activate only once each turn.
, Sacrifice this artifact: Add one mana of any color.
: This artifact becomes a Shapeshifter artifact creature with base power and toughness 3/3 until end of turn.
Equipped creature gets +1/+0 and has "Whenever this creature attacks, you may sacrifice Spare Dagger. When you do, this creature deals 1 damage to any target."
, , Sacrifice this artifact: Choose target creature, then roll a d20.
1—9 | This artifact deals 5 damage to that creature.
10—20 | This artifact deals 5 damage to that creature. Create a Treasure token.
, Sacrifice this artifact: Roll a d20.
1 | Trapped! — You lose 3 life.
2—9 | Create five Treasure tokens.
10—19 | You gain 3 life and draw three cards.
20 | Search your library for a card. If it's an artifact card, you may put it onto the battlefield. Otherwise, put that card into your hand. Then shuffle.
If you control two or more other lands, this land enters tapped.
: This land becomes a 3/4 white Dragon creature with flying until end of turn. It's still a land.
: Until end of turn, this land becomes a 3/2 red Goblin creature with "Whenever this creature attacks, create a 1/1 red Goblin creature token that's tapped and attacking." It's still a land.
This land enters tapped.
, , Tap an untapped legendary creature you control: Venture into the dungeon. Activate only as a sorcery. (Enter the first room or advance to the next room.)
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
: Until end of turn, this land becomes a 7/7 blue Giant creature with ward . It's still a land. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
: Until end of turn, this land becomes a 3/3 black Beholder creature with menace and "Whenever this creature attacks, exile target card from defending player's graveyard." It's still a land.
: Until end of turn, this land becomes an X/X green Hydra creature. It's still a land. X can't be 0.
As this land enters, you may reveal a Dragon card from your hand. This land enters tapped unless you revealed a Dragon card this way or you control a Dragon.
As this land enters, choose a color.
: Add one mana of the chosen color.
, , Sacrifice this land: Create X Treasure tokens.
( : Add .)
When Precipitous Drop enters, venture into the dungeon. (Enter the first room or advance to the next room.)
Sacrifice another creature: Sepulcher Ghoul gets +2/+2 until end of turn. Activate only once each turn.
Ward—Pay 2 life.
As long as Armory Veteran is equipped, it has menace. (It can't be blocked except by two or more creatures.)
Ward
As long as Dwarfhold Champion is equipped, it gets +0/+2.
Landfall — Whenever a land enters under your control, you gain 1 life.
−6: You get an emblem with "Creatures you control have trample and haste and get +2/+2 for each differently named dungeon you've completed."
When Find the Path enters, venture into the dungeon.
Enchanted land has " : Add two mana of any one color."
Ochre Jelly enters with X +1/+1 counters on it.
Split — When Ochre Jelly dies, if it had two or more +1/+1 counters on it, create a token that's a copy of it at the beginning of the next end step. The token enters with half that many +1/+1 counters on it, rounded down.
: Attach target Equipment you control to target creature you control. Activate only as a sorcery and only once each turn.
Whenever Krydle of Baldur's Gate deals combat damage to a player, that player loses 1 life and mills a card, then you gain 1 life and scry 1.
Whenever you attack, target creature can't be blocked this turn.
Bewitching Whispers — When Shessra, Death's Whisper enters, target creature blocks this turn if able.
As long as it's your turn, Triumphant Adventurer has first strike.
Whenever Triumphant Adventurer attacks, venture into the dungeon. (Enter the first room or advance to the next room.)
, , Tap an untapped legendary creature you control: Venture into the dungeon. Activate only as a sorcery.
Equip . This ability costs less to activate for each other Equipment you control.
Whenever Demilich attacks, exile up to one target instant or sorcery card from your graveyard. Copy it. You may cast the copy.
You may cast Demilich from your graveyard by exiling four instant and/or sorcery cards from your graveyard in addition to paying its other costs.
When Cloister Gargoyle enters, venture into the dungeon. (Enter the first room or advance to the next room.)
As long as you've completed a dungeon, Cloister Gargoyle gets +3/+0 and has flying.
When Acererak the Archlich enters, if you haven't completed Tomb of Annihilation, return Acererak the Archlich to its owner's hand and venture into the dungeon.
Whenever Acererak the Archlich attacks, create a number of 2/2 black Zombie creature tokens equal to the number of opponents you have.
When Dawnbringer Cleric enters, choose one —
At the beginning of your end step, if a creature died this turn, create a 1/1 black Skeleton creature token.
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