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Realm Seekers
Conspiracy
(R)
Collector #: 038
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0/0 Creature - Elf Scout
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Realm Seekers enters the battlefield with X +1/+1 counters on it, where X is the total number of cards in all players' hands. , Remove a +1/+1 counter from Realm Seekers: Search your library for a land card, reveal it, put it into your hand, then shuffle your library. |
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Selvala's Enforcer
Conspiracy
(C)
Collector #: 040
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2/2 Creature - Elf Warrior
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Parley - When Selvala’s Enforcer enters the battlefield, each player reveals the top card of their library. For each nonland card revealed this way, put a +1/+1 counter on Selvala’s Enforcer. Then each player draws a card. | |
Backup Plan
Conspiracy
(R)
Collector #: 002
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Conspiracy
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(Start the game with this conspiracy face up in the command zone.) Draw an additional hand of seven cards as the game begins. Before taking mulligans, shuffle all but one of your hands into your library. |
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Drakestown Forgotten
Conspiracy
(R)
Collector #: 027
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0/0 Creature - Zombie
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Drakestown Forgotten enters the battlefield with X +1/+1 counters on it, where X is the number of creature cards in all graveyards. , Remove a +1/+1 counter from Drakestown Forgotten: Target creature gets -1/-1 until end of turn. |
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Paliano, the High City
Conspiracy
(R)
Collector #: 065
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Legendary Land
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Reveal Paliano, the High City as you draft it. The player to your right chooses a color, you choose another color, then the player to your left chooses a third color. : Add one mana to your mana pool of any color chosen as you drafted cards named Paliano, the High City. |
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Demon Token
Conspiracy
(S)
Collector #: 002
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*/* Creature - Demon
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Flying | |
Hunger of the Howlpack
Conspiracy
(C)
Collector #: 168
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Instant
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Put a +1/+1 counter on target creature. Morbid -- Put three +1/+1 counters on that creature instead if a creature died this turn. |
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Stasis Cell
Conspiracy
(C)
Collector #: 107
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Enchantment - Aura
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Enchant creature Enchanted creature doesn't untap during its controller's untap step. : Attach Stasis Cell to target creature. |
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Stave Off
Conspiracy
(C)
Collector #: 083
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Instant
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Target creature gains protection from the color of your choice until end of turn. | |
Unhallowed Pact
Conspiracy
(C)
Collector #: 131
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Enchantment - Aura
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Enchant creature When enchanted creature dies, return that card to the battlefield under your control. |
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Vampire Hexmage
Conspiracy
(U)
Collector #: 132
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2/1 Creature - Vampire Shaman
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First strike Sacrifice Vampire Hexmage: Remove all counters from target permanent. |
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Muzzio, Visionary Architect
Conspiracy
(M)
Collector #: 023
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1/3 Legendary Creature - Human Artificer
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, : Look at the top X cards of your library, where X is the highest mana value among artifacts you control. You may put an artifact card from among them onto the battlefield. Put the rest on the bottom of your library in any order. | |
Rout
Conspiracy
(R)
Collector #: 080
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Sorcery
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You may cast Rout any time you could cast an instant if you pay more to cast it. Destroy all creatures. They can't be regenerated. |
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Marchesa's Emissary
Conspiracy
(C)
Collector #: 021
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2/2 Creature - Human Rogue
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Hexproof (This creature can't be the target of spells or abilities your opponents control.) Dethrone (Whenever this creature attacks the player with the most life or tied for the most life, put a +1/+1 counter on it.) |
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Marchesa's Infiltrator
Conspiracy
(U)
Collector #: 022
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1/1 Creature - Human Rogue
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Dethrone (Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1 counter on it.) Whenever Marchesa's Infiltrator deals combat damage to a player, draw a card. |
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Marchesa's Smuggler
Conspiracy
(U)
Collector #: 050
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1/1 Creature - Human Rogue
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Dethrone (Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1 counter on it.) : Target creature you control gains haste until end of turn and can't be blocked this turn. |
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Scaled Wurm
Conspiracy
(C)
Collector #: 178
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7/6 Creature - Wurm
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Woodvine Elemental
Conspiracy
(U)
Collector #: 052
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4/4 Creature - Elemental
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Trample Parley - Whenever Woodvine Elemental attacks, each player reveals the top card of their library. For each nonland card revealed this way, attacking creatures you control get +1/+1 until end of turn. Then each player draws a card |
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Custodi Soulbinders
Conspiracy
(R)
Collector #: 017
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0/0 Creature - Human Cleric
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Custodi Soulbinders enters the battlefield with X +1/+1 counters on it, where X is the number of other creatures on the battlefield. , Remove a +1/+1 counter from Custodi Soulbinders: Put a 1/1 white Spirit creature token with flying onto the battlefield. |
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Council Guardian
Conspiracy
(U)
Collector #: 015
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5/5 Creature - Giant Soldier
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Will of the council - When Council Guardian enters the battlefield, starting with you, each player votes for blue, black, red or green. Council Guardian gains protection from each color with the most votes or tied for most votes. | |
Custodi Squire
Conspiracy
(C)
Collector #: 018
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3/3 Creature - Spirit Cleric
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Flying Will of the council - When Custodi Squire enters the battlefield, starting with you, each player votes for an artifact, creature, or enchantment card in your graveyard. Return each card with the most votes or tied for the most votes to your hand. |
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Elephant Token
Conspiracy
(S)
Collector #: 005
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3/3 Creature - Elephant
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Extract from Darkness
Conspiracy
(U)
Collector #: 045
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Sorcery
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Each player mills two cards. Then you put a creature card from a graveyard onto the battlefield under your control. | |
Volcanic Fallout
Conspiracy
(U)
Collector #: 157
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Instant
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Volcanic Fallout can't be countered. Volcanic Fallout deals 2 damage to each creature and each player. |
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Fireshrieker
Conspiracy
(U)
Collector #: 199
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Artifact - Equipment
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Equipped creature has double strike. (It deals both first-strike and regular combat damage.) Equip (: Attach to target creature you control. Equip only as a sorcery.) |
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