When this Case enters, search your library for a basic land card, reveal it, put it into your hand, then shuffle.
To solve — There are five colors among permanents you control. (If unsolved, solve at the beginning of your end step.)
Solved — At the beginning of combat on your turn, target creature you control gains flying, double strike, and vigilance until end of turn.
Flying
When this creature enters, all suspected creatures are no longer suspected.
When this creature dies, you gain 3 life and suspect up to one target creature an opponent controls. (A suspected creature has menace and can't block.)
You may look at the top card of your library any time.
Once each turn, you may cast a creature spell with power 2 or less from the top of your library.
Flying, lifelink, ward
Disguise
When this creature is turned face up, exile up to X other target creatures from the battlefield and/or creature cards from graveyards.
When this creature leaves the battlefield, return the exiled cards to their owners' hands.
Target creature gets +2/+2 until end of turn. Investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
Return target creature card with mana value 3 or less from your graveyard to the battlefield. Put a flying counter on it. It's a Spirit in addition to its other types.
When this creature enters and whenever you solve a Case, look at the top six cards of your library. You may reveal an enchantment card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
You may spend mana as though it were mana of any color to cast Case spells.
When this Case enters, choose target creature you don't control. Each creature you control deals 1 damage to that creature.
To solve — Three or more creatures attacked this turn. (If unsolved, solve at the beginning of your end step.)
Solved — Creatures you control get +1/+0.
Whenever a Detective you control enters or is turned face up, put a +1/+1 counter on it.
To solve — You control three or more Detectives. (If unsolved, solve at the beginning of your end step.)
Solved — If one or more tokens would be created under your control, those tokens plus a Clue token are created instead. (It's an artifact with " , Sacrifice this token: Draw a card.")
Whenever a creature you control enters, you gain 1 life.
To solve — You've gained 5 or more life this turn. (If unsolved, solve at the beginning of your end step.)
Solved — Sacrifice this Case: Creature cards in your graveyard gain "You may cast this card from your graveyard" until end of turn.
Disguise (You may cast this card face down for as a 2/2 creature with ward . Turn it face up any time for its disguise cost.)
Creatures you control with power 2 or less can't be blocked by creatures with power 3 or greater.
If an ability of a creature you control with power 2 or less triggers, that ability triggers an additional time.
Flash
Artifacts and creatures entering don't cause abilities to trigger.
Enchant creature
When this Aura enters, target creature you control other than enchanted creature gets +2/+2 and gains vigilance until end of turn.
Enchanted creature gets +2/+2 and has vigilance.
When this creature is turned face up, creatures you control gain hexproof until end of turn. Untap them.
When this creature is turned face up, return another target permanent you control to its owner's hand and put a +1/+1 counter on this creature.
When this creature enters, exile up to two target cards from a single graveyard.
Whenever this creature enters or attacks, put a +1/+1 counter on target creature you control with power 2 or less.
When this creature enters, create a 2/2 white and blue Detective creature token.
, : Target Detective you control gets +2/+0 and gains vigilance until end of turn. Activate only as a sorcery.
Vigilance
Permanents your opponents control can't be turned face up during your turn.
Whenever you attack with three or more creatures, creatures you control get +1/+1 until end of turn.
Equipped creature gets +2/+0.
, , Sacrifice this Equipment: You gain 3 life.
When this Equipment is put into a graveyard from the battlefield, you may pay . If you do, create two 1/1 white Dog creature tokens.
Equip
Destroy target artifact, enchantment, or creature with power 4 or greater.
When this enchantment enters, exile target creature an opponent controls until this enchantment leaves the battlefield. You gain 2 life.
Whenever another creature you control with power 2 or less enters, this creature gains flying until end of turn.
When this creature dies, create a 2/2 white and blue Detective creature token.
Whenever another creature you control with power 2 or less enters, target creature you control gets +1/+1 until end of turn.
Each player who controls the most creatures investigates. Then destroy all creatures. (To investigate, create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
Exile target attacking creature.
When this creature enters, investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
Creatures you control get +2/+1 until end of turn. Investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
Flying, lifelink
Whenever another Detective you control enters and whenever a Detective you control is turned face up, this creature gets +1/+1 until end of turn.
Defender
, : Tap target creature. You may put a stun counter on it. If you do, put a stun counter on this creature. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Whenever you attack with three or more creatures, this creature gets +2/+0 until end of turn.
, Collect evidence 2: This creature becomes a Human Detective with base power and toughness 4/4 and gains vigilance.
, Collect evidence 4: If this creature is a Detective, it becomes a legendary creature named Mileva, the Stalwart, it has base power and toughness 5/5, and it gains "Other creatures you control have indestructible."
When this creature is turned face up, exile another target nonland permanent. If you controlled it, return it to the battlefield tapped. Otherwise, its controller creates a 2/2 white and blue Detective creature token.
Flying, vigilance
At the beginning of your upkeep, investigate once for each opponent who has more cards in hand than you. (To investigate, create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
Equipped creature gets +1/+1 and has vigilance and " , : Tap target creature."
, Sacrifice this Equipment: Draw a card.
When this creature enters, you may search your graveyard, hand and/or library for a card named Magnifying Glass and/or a card named Thinking Cap and put them onto the battlefield. If you search your library this way, shuffle.
As an additional cost to cast this spell, you may collect evidence 6. (Exile cards with total mana value 6 or greater from your graveyard.)
Until end of turn, target artifact or creature becomes an artifact creature with base power and toughness 4/3. If evidence was collected, it has base power and toughness 1/1 until end of turn instead.
Whenever this creature enters or attacks, you may sacrifice an artifact. If you do, draw a card.
As this creature is turned face up, put four +1/+1 counters on it.
Enchanted creature gets +2/+2 as long as it's a Detective you control. Otherwise, it has base power and toughness 1/1 and can't block Detectives.
Equipped creature gets +1/+1 and has "Whenever this creature attacks, surveil 2." (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
When this Case enters, investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
To solve — You control three or more artifacts. (If unsolved, solve at the beginning of your end step.)
Solved — , Sacrifice this Case: Put four +1/+1 counters on target noncreature artifact. It becomes a 0/0 Bird creature with flying in addition to its other types.
Instant and sorcery spells you cast cost less to cast.
To solve — You've cast four or more instant and sorcery spells this turn. (If unsolved, solve at the beginning of your end step.)
Solved — Whenever you cast an instant or sorcery spell, draw a card.
When this creature dies, investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
You may collect evidence 10 rather than pay the mana cost for spells you cast. (To collect evidence 10, exile cards with total mana value 10 or greater from your graveyard.)
Whenever this creature attacks, gain control of target permanent you own but don't control.
When this creature is turned face up, target opponent gains control of any number of target permanents you control. Draw a card for each one they gained control of this way.
When this creature enters, tap target creature. If evidence was collected, put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
When this Equipment enters, cloak the top card of your library, then attach this Equipment to it. (To cloak a card, put it onto the battlefield face down as a 2/2 creature with ward . Turn it face up any time for its mana cost if it's a creature card.)
Equipped creature gets +1/+0 and can't be blocked.
: Return this Equipment to its owner's hand.
Enchanted creature gets +1/+1 and has "Whenever this creature deals combat damage to a player, investigate." (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
Draw a card. Investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
When this Aura enters, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.
: Shuffle enchanted creature into its owner's library.
Investigate. Creatures your opponents control get -2/-0 until end of turn. If any of them are suspected, they're no longer suspected. (To investigate, create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
This creature can't be blocked by creatures with power 3 or greater.
When this creature is turned face up, return another target creature to its owner's hand.
When this Aura enters, enchanted creature gains hexproof until end of turn.
Enchanted creature gets +1/+0 and has flying.
Whenever you cast an artifact spell, investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
Activated abilities of artifacts you control cost less to activate. This effect can't reduce the mana in that cost to less than one mana.
: Untap another target permanent you control.
, Collect evidence 3: Tap target creature you don't control. (To collect evidence 3, exile cards with total mana value 3 or greater from your graveyard.)
This creature can't be blocked as long as you've sacrificed an artifact this turn.
Whenever this creature attacks, draw a card, then discard a card.
When this creature enters, return up to one other target creature to its owner's hand. If you controlled it, investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
Reveal the top five cards of your library and separate them into two piles. An opponent chooses one of those piles. Put that pile into your hand and the other into your graveyard. Create a 0/0 colorless Thopter artifact creature token with flying, then put a +1/+1 counter on it for each card put into your graveyard this way.
Whenever you draw your second card each turn, this creature loses defender and gains vigilance until end of turn.
Hexproof
If you would draw a card while your library has no cards in it, skip that draw instead.
As long as there are no cards in your library, this creature has base power and toughness 10/10 and has flying and vigilance.
When this enchantment enters, tap X target creatures. Put a stun counter on each of those creatures you don't control. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Tapped creatures you control have hexproof.
When this creature is turned face up, until end of turn, whenever a creature you control deals combat damage to a player, investigate.
This spell can't be countered. (This includes by the ward ability.)
Tap up to two target creatures and put a stun counter on each of them. Investigate. (If a permanent with a stun counter would become untapped, remove one from it instead.)
When Proft's Eidetic Memory enters, draw a card.
You have no maximum hand size.
At the beginning of combat on your turn, if you've drawn more than one card this turn, put X +1/+1 counters on target creature you control, where X is the number of cards you've drawn this turn minus one.
Whenever this creature or another Detective you control enters and whenever a Detective you control is turned face up, you may draw a card. If you do, discard a card.
Counter target spell unless its controller pays .
Suspect up to one target creature. (A suspected creature has menace and can't block.)
Exile target nonland card in a graveyard that was put there from anywhere this turn. Copy it. You may cast the copy without paying its mana cost.
When this creature enters, draw two cards. Then discard two cards unless you discard an instant or sorcery card or a creature card with flying.
The owner of target spell or nonland permanent puts it on their choice of the top or bottom of their library.
When this creature enters, you may collect evidence 4. (Exile cards with total mana value 4 or greater from your graveyard.)
Whenever you collect evidence, create a 1/1 colorless Thopter artifact creature token with flying.
Return target nonland permanent to its owner's hand. Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
, Sacrifice another creature: Draw a card. If the sacrificed creature was suspected, draw two cards instead.
This creature enters tapped.
When this creature is turned face up, target opponent loses 3 life and you gain 3 life.
Indestructible
When this creature enters, suspect it. (It has menace and can't block.)
Whenever this creature deals combat damage to a player, you draw a card and you lose 1 life.
Whenever this creature is dealt damage, target opponent loses that much life.
Whenever this creature deals combat damage to a player, you gain 1 life and surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
When this Case enters, destroy up to one target creature that was dealt damage this turn.
To solve — Three or more creature cards were put into graveyards from anywhere this turn. (If unsolved, solve at the beginning of your end step.)
Solved — This Case is a 4/4 Gorgon creature with deathtouch and lifelink in addition to its other types.
When this Case enters, create a 2/1 black Skeleton creature token and suspect it. (It has menace and can't block.)
To solve — You control no suspected Skeletons. (If unsolved, solve at the beginning of your end step.)
Solved — , Sacrifice this Case: Search your library for a card, put it into your hand, then shuffle. Activate only as a sorcery.
Choose one —
When this creature enters, suspect up to one other target creature you control. (A suspected creature has menace and can't block.)
Whenever one or more suspected creatures you control attack, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
As an additional cost to cast this spell, you may collect evidence 6.
Destroy all creatures. If evidence was collected, exile a card from an opponent's graveyard. Then search its owner's graveyard, hand, and library for any number of cards with that name and exile them. That player shuffles, then draws a card for each card exiled from their hand this way.
Each opponent sacrifices a creature of their choice. If evidence was collected, instead each opponent sacrifices a creature with the greatest power among creatures they control.
Whenever this creature deals combat damage to a player, you mill two cards.
: This creature gets +2/+2 until end of turn. Activate only once each turn.
Whenever one or more nontoken creatures you control die, investigate. This ability triggers only once each turn. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
Menace
When this creature enters, target opponent creates two 1/1 white Dog creature tokens.
When this creature dies, each opponent loses 3 life.
When this enchantment enters, put an impostor counter on each creature you control.
Whenever a creature you control with an impostor counter on it dies, exile it. Return up to one other target creature card from your graveyard to the battlefield.
Return target creature card from your graveyard to the battlefield. Suspect it. (It has menace and can't block.)
Whenever equipped creature dies, each opponent loses 1 life.
, Exile this card from your graveyard: Create two tapped 1/1 black Bat creature tokens with flying.
Destroy target creature or planeswalker with mana value 3 or less.
This spell costs less to cast if a creature card was put into your graveyard from anywhere this turn.
Return up to two target creature cards from your graveyard to your hand.
Creatures you control have wither. (They deal damage to creatures in the form of -1/-1 counters.)
Whenever a creature an opponent controls dies, if its toughness was less than 1, draw a card.
Destroy target creature.
When this creature enters, you lose 3 life.
Target opponent exiles the top X cards of their library face down. You may look at and play those cards for as long as they remain exiled. If you cast a spell this way, you may spend mana as though it were mana of any type to cast it.
Whenever you sacrifice a Clue, target opponent gets two poison counters. (A player with ten or more poison counters loses the game.)
When this artifact enters, look at the top four cards of your library. Put two of them into your hand and the rest into your graveyard. You lose 2 life.
, , Collect evidence 3: Each opponent loses 3 life unless they discard a card or sacrifice a creature. (To collect evidence 3, exile cards with total mana value 3 or greater from your graveyard.)
Until end of turn, target creature gets +2/+0 and gains "When this creature dies, return it to the battlefield under its owner's control and suspect it." (A suspected creature has menace and can't block.)
: If this creature is suspected, put a +1/+1 counter on it. Otherwise, suspect it. (A suspected creature has menace and can't block.)
Whenever one or more creature cards leave your graveyard, this creature gets +1/+0 and gains menace and lifelink until end of turn.
Target creature gets -X/-X until end of turn.
At the beginning of combat on your turn, target creature you control with power 2 or less gets +1/+0 and gains deathtouch until end of turn.
Whenever another creature you control with power 2 or less enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
When this enchantment enters, target creature gets -4/-4 until end of turn.
Whenever one or more creature cards leave your graveyard, each opponent loses 1 life and you gain 1 life.
Target creature gains deathtouch and lifelink until end of turn. Investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
When this creature enters, you may sacrifice an artifact or creature. When you do, exile target creature an opponent controls.
When this creature enters, target opponent exiles a card from their hand.
Ward—Sacrifice a creature.
Whenever a creature dies, target opponent loses 2 life and you gain 2 life.
Destroy all artifacts you don't control, then exile the top X cards of your library, where X is the number of artifacts that were put into graveyards from the battlefield this turn. You may put a creature card exiled this way onto the battlefield. It gains haste. Return it to your hand at the beginning of the next end step.
Double strike, trample
When this Case enters, it deals 3 damage to target creature an opponent controls.
To solve — Three or more sources you controlled dealt damage this turn. (If unsolved, solve at the beginning of your end step.)
Solved — Sacrifice this Case: Exile the top three cards of your library. Choose one of them. You may play that card this turn.
When this Case enters, discard a card, then draw two cards.
To solve — You have no cards in hand. (If unsolved, solve at the beginning of your end step.)
Solved — At the beginning of your upkeep, discard your hand, then draw two cards.
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. Suspect it. (It has menace and can't block.)
Target creature gets +3/+0 and gains first strike until end of turn. Investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
Equipped creature gets +3/+0.
When this Equipment is turned face up, attach it to target creature you control.
Whenever a creature you control attacks, exile the top card of your library face down. (You can't look at it.)
, Discard your hand, Sacrifice this enchantment: Put all cards exiled with this enchantment into their owners' hands.
When this Aura enters, suspect enchanted creature. (It has menace and can't block.)
Enchanted creature gets +1/+1.
: Return this card from your graveyard to your hand.
When this creature enters, you may sacrifice an artifact. When you do, this creature deals 3 damage to any target.
Whenever you sacrifice an artifact, put a +1/+1 counter on this creature and add .
As an additional cost to cast this spell, sacrifice an artifact or discard a card.
Draw two cards.
Whenever a creature is dealt damage, its controller may exile that many cards from the top of their library. They may play those cards until the end of their next turn.
Choose one or both —
Target creature you control gets +2/+0 and gains haste until end of turn. When that creature dies this turn, create a 2/2 white and blue Detective creature token.
Haste
Whenever one or more other creatures you control enter, if this creature is suspected, you may suspect one of the other creatures. If you do, this creature is no longer suspected.
Prowess, haste
Disguise . This cost is reduced by for each instant and sorcery card in your graveyard. (You may cast this card face down for as a 2/2 creature with ward . Turn it face up any time for its disguise cost.)
When this creature is turned face up, discard your hand, then draw three cards.
Galvanize deals 3 damage to target creature. If you've drawn two or more cards this turn, Galvanize deals 5 damage to that creature instead.
Reach
When this creature enters, choose one —
Whenever this creature attacks, face-down spells you cast this turn cost less to cast.
At the beginning of combat on your turn, create a 1/1 colorless Thopter artifact creature token with flying. It gains haste until end of turn. Sacrifice it at the beginning of your next end step.
Flying, trample
Whenever this creature deals combat damage to a player, you may collect evidence X. When you do, this creature deals X damage to each creature and planeswalker that player controls. (To collect evidence X, exile cards with total mana value X or greater from your graveyard.)
Whenever this creature is dealt 3 or more damage, investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
During your turn, equipped creature gets +1/+0 and has first strike.
, Sacrifice an artifact: Put a +1/+1 counter on each Goblin you control.
Whenever an artifact is put into a graveyard from the battlefield, you may pay . If you do, create a 1/1 red Goblin creature token. It gains haste until end of turn.
When this creature enters, for each player, destroy up to one nonbasic land that player controls. For each land destroyed this way, its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle.
When this creature dies, you may exile it and collect evidence 4. If you do, return this card to the battlefield tapped. (To collect evidence 4, exile cards with total mana value 4 or greater from your graveyard.)
When this creature enters or is turned face up, up to one target creature gets +2/+0 until end of turn.
When this creature enters, suspect it. Create a 2/2 white and blue Detective creature token. (A suspected creature has menace and can't block.)
Whenever this creature or another creature you control is turned face up, that creature deals damage equal to its power to each opponent.
Whenever this creature attacks, you may sacrifice an artifact or discard a card. If you do, draw a card and this creature gets +2/+0 until end of turn.
This creature attacks each combat if able.
, Sacrifice this creature: Draw a card.
Whenever this creature attacks, if it's not suspected, you may suspect it. (A suspected creature has menace and can't block.)
Shock deals 2 damage to any target.
This spell costs less to cast if you've sacrificed an artifact this turn.
Suspicious Detonation deals 4 damage to target creature.
Torch the Witness deals twice X damage to target creature. If excess damage was dealt to that creature this way, investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
Whenever an opponent sacrifices an artifact, this creature deals 2 damage to them.
When this creature enters, mill three cards.
, Sacrifice this creature: Return all land cards from your graveyard to the battlefield tapped.
When this Aura enters, untap enchanted creature. It gains hexproof until end of turn. If it's suspected, it's no longer suspected.
Enchanted creature gets +2/+2 and can't become suspected.
As an additional cost to cast this spell, you may collect evidence 8. (Exile cards with total mana value 8 or greater from your graveyard.)
Search your library for a basic land card. If evidence was collected, instead search your library for a creature or land card. Reveal that card, put it into your hand, then shuffle.
Create a 0/1 green Plant creature token, then draw cards equal to the number of differently named creature tokens you control.
Deathtouch, haste
Ward—Collect evidence 4. (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player exiles cards with total mana value 4 or greater from their graveyard.)
As an additional cost to cast this spell, you may collect evidence 6. This spell costs less to cast if evidence was collected. (To collect evidence 6, exile cards with total mana value 6 or greater from your graveyard.)
Target creature you control gets +2/+0 until end of turn. It deals damage equal to its power to target creature you don't control.
You may play an additional land on each of your turns.
To solve — You control seven or more lands. (If unsolved, solve at the beginning of your end step.)
Solved — You may look at the top card of your library any time, and you may play lands and cast creature and enchantment spells from the top of your library.
When this Case enters, distribute two +1/+1 counters among one or two target creatures you control.
To solve — Creatures you control have total power 8 or greater. (If unsolved, solve at the beginning of your end step.)
Solved — Whenever you attack, put a +1/+1 counter on target attacking creature. It gains trample until end of turn.
Whenever one or more creature cards leave your graveyard, create a 2/2 white and blue Detective creature token, then investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
When this creature enters or is turned face up, target creature blocks this turn if able.
Target creature gets +3/+3 and gains trample until end of turn.
This creature gets +1/+1 for each Forest you control.
When this creature is turned face up, search your library for up to two Forest cards and reveal them. Put one of them onto the battlefield tapped and the other into your hand, then shuffle.
Until end of turn, target creature gets +1/+1 for each creature you control and gains reach.
When this creature enters, distribute three +1/+1 counters among one, two, or three target creatures, then you gain life equal to the greatest toughness among creatures you control.
When this creature is turned face up, put a +1/+1 counter on each creature you control. Creatures you control gain trample until end of turn.
Target creature you control deals damage equal to its power to target creature or planeswalker you don't control.
You may choose not to untap this creature during your untap step.
, , Collect evidence 4: Target land you control becomes a 5/5 green Plant Boar creature with haste for as long as this creature remains tapped. It's still a land. Activate only as a sorcery. (To collect evidence 4, exile cards with total mana value 4 or greater from your graveyard.)
Look at the top five cards of your library, cloak two of them, and put the rest on the bottom of your library in a random order. (To cloak a card, put it onto the battlefield face down as a 2/2 creature with ward . Turn it face up any time for its mana cost if it's a creature card.)
When this enchantment enters, create a 1/1 white Human creature token, a 1/1 blue Merfolk creature token, and a 1/1 red Goblin creature token. Then secretly choose Human, Merfolk, or Goblin.
Sacrifice this enchantment, Reveal the creature type you chose: If target attacking creature token is the chosen type, put three +1/+1 counters on it and it gains deathtouch until end of turn.
Whenever you draw your second card each turn, this creature gets +1/+1 and gains vigilance until end of turn.
When this creature is turned face up, search your library for a land card with a basic land type, reveal it, put it into your hand, then shuffle.
During your turn, this creature has hexproof.
This creature can't be blocked by creatures that don't have a name.
This spell costs less to cast, where X is the total toughness of creatures you control.
: Until end of turn, target creature you control gets +1/+0, gains "Whenever this creature deals combat damage to a player, draw cards equal to its toughness," and can attack as though it didn't have defender.
Equipped creature gets +1/+2, has reach, and can't be blocked by more than one creature.
When this creature enters, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
, Exile this card from your graveyard: Put a +1/+1 counter on target creature. Activate only as a sorcery.
Whenever this creature attacks, you may collect evidence 3. When you do, put a +1/+1 counter on target creature you control. (To collect evidence 3, exile cards with total mana value 3 or greater from your graveyard.)
Whenever a creature you control enters, if its power is greater than this creature's power or its toughness is greater than this creature's toughness, put a +1/+1 counter on this creature and investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
Create a 0/0 green Ooze creature token with trample. Put X +1/+1 counters on it, where X is two plus the total number of cards you own in exile and in your graveyard that are Oozes or are named Slime Against Humanity.
A deck can have any number of cards named Slime Against Humanity.
Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
Trample
Basic landcycling ( , Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
At the beginning of your end step, if a face-down creature entered the battlefield under your control this turn, put a +1/+1 counter on this creature.
: Add .
At the beginning of your upkeep, return target land card from your graveyard to the battlefield tapped.
When this creature is turned face up, destroy target artifact or enchantment an opponent controls.
When this creature enters, if evidence was collected, put a +1/+1 counter on target creature and you gain 2 life.
Double strike, vigilance
Whenever Agrus Kos enters or attacks, choose up to one target creature. If it's suspected, exile it. Otherwise, suspect it. (A suspected creature has menace and can't block.)
When Alquist Proft enters, investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
, , Sacrifice a Clue: You draw X cards and gain X life.
Whenever Anzrag becomes blocked, untap each creature you control. After this phase, there is an additional combat phase.
: Anzrag must be blocked each combat this turn if able.
Destroy target permanent an opponent controls. Its controller may search their library for a basic land card, put it onto the battlefield, then shuffle.
Flying, vigilance, haste
Whenever a player attacks with three or more creatures, you draw a card.
Whenever a player attacks with five or more creatures, Aurelia deals 3 damage to each of your opponents and you gain 3 life.
When this enchantment enters, it deals 3 damage to target creature an opponent controls.
Whenever one or more creatures die, mill a card and put a bloodstain counter on this enchantment. Then sacrifice it if it has five or more bloodstain counters on it. When you do, return target creature card from your graveyard to your hand.
Look at the top six cards of your library. You may reveal a creature card from among them. If that card has mana value 2 or less, you may put it onto the battlefield and it gains haste until end of turn. If you didn't put the revealed card onto the battlefield this way, put it into your hand. Put the rest on the bottom of your library in a random order.
Enchant land
When this Aura enters, exile target nonland permanent you don't control until this Aura leaves the battlefield.
Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color.
You control enchanted creature.
Enchanted creature has base power and toughness 1/1, has deathtouch, and is an Assassin in addition to its other types.
As this creature enters or is turned face up, put X +1/+1 counters on it, where X is the number of other creatures you control.
When you sacrifice a Clue, return this card from your graveyard to your hand.
When this artifact enters, investigate twice. (To investigate, create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
: Create a 1/1 colorless Thopter artifact creature token with flying. Activate only if you've sacrificed an artifact this turn.
When this creature is turned face up, create two tapped 1/1 white Dog creature tokens.
For each of X target permanents, create X tokens that are copies of that permanent.
Create a 2/2 white and blue Detective creature token. If a creature died this turn, you gain 2 life, surveil 2, then investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
Deathtouch
Face-down creatures you control have " : Turn this creature face up. If you can't, exile it, then you may cast the exiled card without paying its mana cost."
Whenever an Assassin you control deals combat damage to an opponent, cloak the top card of that player's library.
At the beginning of combat on your turn, you may collect evidence 4. (Exile cards with total mana value 4 or greater from your graveyard.)
Whenever you collect evidence, investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
When Ezrim enters, investigate twice. (To investigate, create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
, Sacrifice an artifact: Ezrim gains your choice of vigilance, lifelink, or hexproof until end of turn.
When this creature is turned face up, look at the top two cards of your library. Put one into your hand and the other into your graveyard.
When this creature enters or is turned face up, create a 1/1 colorless Thopter artifact creature token with flying.
Whenever you sacrifice an artifact, put a +1/+1 counter on this creature.
When this creature is turned face up, you may tap or untap target creature.
Draw two cards. Then you may discard two cards. When you do, Ill-Timed Explosion deals X damage to each creature, where X is the greatest mana value among cards discarded this way.
Creature tokens you control have " : Add one mana of any color."
Whenever one or more creature cards leave your graveyard, create a 0/1 green Plant creature token, then put a +1/+1 counter on each Plant you control.
Whenever Izoni enters or attacks, you may collect evidence 4. If you do, create two 2/1 black and green Spider creature tokens with menace and reach.
Sacrifice four tokens: Surveil 2, then draw two cards. You gain 2 life.
Whenever you cast an instant or sorcery spell, choose one —
Whenever one or more creatures you control and/or creature cards in your graveyard are put into exile, you may choose a creature card from among them. Until end of turn, target token you control becomes a copy of it, except it has flying.
+2: Surveil 2, then exile a card from a graveyard.
+1: Create a 1/1 white and black Spirit creature token with flying.
−2: Exile target creature you control. For each other player, exile up to one target creature that player controls.
When this creature enters, destroy target token an opponent controls.
Menace, ward , haste
Whenever Kylox attacks, sacrifice any number of other creatures, then exile the top X cards of your library, where X is their total power. You may cast any number of instant and/or sorcery spells from among the exiled cards without paying their mana costs.
Collect evidence 6: This Vehicle becomes an artifact creature until end of turn.
Whenever this Vehicle attacks, you may cast an instant or sorcery spell from among cards exiled with it. If that spell would be put into a graveyard, put it on the bottom of its owner's library instead.
Crew 2
Whenever Lazav attacks, exile target card from a graveyard, then investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
Whenever you sacrifice a Clue, you may have Lazav become a copy of a creature card exiled with it until end of turn.
If this card is in your opening hand, you may begin the game with it on the battlefield.
Each nonland permanent you control is all colors.
Lands you control are every basic land type in addition to their other types.
Lightning Helix deals 3 damage to any target and you gain 3 life.
Whenever you attack with three or more creatures, investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
Flying, hexproof from multicolored
Whenever Niv-Mizzet deals combat damage to a player, it deals X damage to any target, target player draws X cards, and you gain X life, where X is the number of different color pairs among permanents you control that are exactly two colors.
Counter target spell unless its controller pays . If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
This spell costs more to cast for each target beyond the first.
Choose any number of target players. Investigate X times, where X is the total number of creatures those players control.
Other Detectives you control get +1/+1.
Whenever you draw your second card each turn, target Detective can't be blocked this turn.
At the beginning of your end step, target opponent may sacrifice two nonland, nontoken permanents of their choice. If they don't, you draw two cards.
When this creature enters or is turned face up, target creature gains indestructible until end of turn.
Return up to one target artifact card, up to one target land card, and up to one target non-Aura enchantment card from your graveyard to the battlefield. They are 5/5 Elemental creatures in addition to their other types.
Put X +1/+1 counters on target creature you control. Then counter up to one target spell unless its controller pays mana equal to the greatest power among creatures you control.
When this creature enters, suspect up to one target creature you control. (A suspected creature has menace and can't block.)
, Sacrifice a suspected creature: Target creature gets -5/-5 until end of turn.
When this creature is turned face up, another target creature you control gains lifelink until end of turn.
When this creature dies, it deals 2 damage to any target.
Target opponent reveals their hand. You choose a nonland card from it. Exile that card. If the card's mana value is 1 or less, create a 1/1 white and black Spirit creature token with flying.
Whenever a face-down permanent you control is turned face up, put a +1/+1 counter on it and a +1/+1 counter on this creature.
At the beginning of your end step, investigate for each opponent who lost life this turn.
Whenever a Clue you control is put into a graveyard from the battlefield, create a 1/1 white and black Spirit creature token with flying. This ability triggers only once each turn.
: Add . Spend this mana only to cast face-down spells or to turn creatures face up.
Lifelink
When Tolsimir enters, create Voja Fenstalker, a legendary 5/5 green and white Wolf creature token with trample.
Whenever a Wolf you control attacks, if Tolsimir attacked this combat, target creature an opponent controls blocks that Wolf this combat if able.
As an additional cost to cast this spell, sacrifice a creature that dealt damage this turn.
Draw three cards. Each opponent loses 3 life and you gain 3 life.
: Target creature gains deathtouch until end of turn.
: Target creature gains vigilance until end of turn.
: Target creature gains double strike until end of turn.
Whenever this creature deals combat damage to a player, investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
As an additional cost to cast this spell, collect evidence X, where X is the total mana value of the permanents this spell targets.
Destroy up to one target artifact, up to one target creature, up to one target enchantment, and up to one target planeswalker.
At the beginning of combat on your turn, choose one —
Creatures you control get +1/+1.
Whenever a creature you control enters, this enchantment deals 1 damage to each opponent.
Whenever another creature you control with power 2 or less enters, each opponent loses 1 life and you gain 1 life.
: Creatures you control with power 2 or less gain deathtouch and lifelink until end of turn.
Worldsoul's Rage deals X damage to any target. Put up to X land cards from your hand and/or graveyard onto the battlefield tapped.
Other creatures you control have haste.
Whenever one or more face-down creatures you control deal combat damage to a player, draw a card.
Whenever a face-down creature you control dies, return it to the battlefield face down under its owner's control if it's a permanent card, then turn it face up.
, Collect evidence 3: Add one mana of any color. Put an unlock counter on this artifact. (To collect evidence 3, exile cards with total mana value 3 or greater from your graveyard.)
Sacrifice this artifact: Surveil 3, then draw three cards. Activate only if this artifact has five or more unlock counters on it.
: Add one mana of any color. Activate only once each turn.
, Exile this card from your graveyard: Exile target card from a graveyard.
: Until end of turn, you may look at face-down creatures you don't control any time.
When this creature enters, return target Equipment card from your graveyard to the battlefield attached to this creature.
, : Investigate. (Create a Clue token. It's an artifact with " , Sacrifice this token: Draw a card.")
When this creature enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Equipped creature gets +1/+2.
Equip Detective
Equip ( : Attach to target creature you control. Equip only as a sorcery.)
When this land is turned face up, add two mana of any one color. Until end of turn, you don't lose this mana as steps and phases end.
( : Add or .)
This land enters tapped.
When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
, Sacrifice this land: Target creature with power 2 or less can't be blocked this turn.
When this land enters, sacrifice it unless you tap an untapped artifact or land you control.
: Add one mana of any color.
, Tap an untapped creature you control: Add one mana of any color.
, Sacrifice this land: Draw a card.
Melek's power and toughness are each equal to twice the number of instant and sorcery cards in your graveyard.
The first instant or sorcery spell you cast each turn costs less to cast.
Affinity for planeswalkers (This spell costs less to cast for each planeswalker you control.)
Whenever an opponent attacks with creatures, if two or more of those creatures are attacking you and/or planeswalkers you control, that opponent loses 3 life and you draw a card.
Vigilance, trample, ward
Whenever Voja attacks, put X +1/+1 counters on each creature you control, where X is the number of Elves you control. Draw a card for each Wolf you control.
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