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Approach of the Second Sun
( 7)
Sorcery
If this spell was cast from your hand and you've cast another spell named Approach of the Second Sun this game, you win the game. Otherwise, put Approach of the Second Sun into its owner's library seventh from the top and you gain 7 life.
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As Luck Would Have It
( 1)
Enchantment
Hexproof Whenever you roll a die, put a number of luck counters on As Luck Would Have It equal to the result. Then if there are 100 or more luck counters on As Luck Would Have It, you win the game. (Count both rolls if you reroll a die.)
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Azor's Elocutors
( 5)
Creature — Human Advisor
(3/5)
At the beginning of your upkeep, put a filibuster counter on Azor's Elocutors. Then if Azor's Elocutors has five or more filibuster counters on it, you win the game. Whenever a source deals damage to you, remove a filibuster counter from Azor's Elocutors.
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Barren Glory
( 6)
Enchantment
At the beginning of your upkeep, if you control no permanents other than Barren Glory and have no cards in hand, you win the game.
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Barrowin of Clan Undurr
( 4)
Legendary Creature — Dwarf Cleric
(3/3)
When Barrowin of Clan Undurr enters the battlefield, venture into the dungeon. (Enter the first room or advance to the next room.) Whenever Barrowin of Clan Undurr 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.
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Battle of Wits
( 5)
Enchantment
At the beginning of your upkeep, if you have 200 or more cards in your library, you win the game.
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Big Winner
( 4)
Creature — Ogre Warrior Guest
(5/2)
Big Winner has trample as long as you control a stickered permanent.
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Biovisionary
( 3)
Creature — Human Wizard
(2/3)
At the beginning of the end step, if you control four or more creatures named Biovisionary, you win the game.
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Celestial Convergence
( 4)
Enchantment
Celestial Convergence enters the battlefield with seven omen counters on it. At the beginning of your upkeep, remove an omen counter from Celestial Convergence. If there are no omen counters on Celestial Convergence, the player with the highest life total wins the game. If two or more players are tied for highest life total, the game is a draw.
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Darksteel Reactor
( 4)
Artifact
Indestructible (Effects that say "destroy" don't destroy this artifact.) At the beginning of your upkeep, you may put a charge counter on Darksteel Reactor. When Darksteel Reactor has twenty or more charge counters on it, you win the game.
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Enter the Dungeon
( 2)
Sorcery
Players play a Magic subgame under the table, starting at 5 life and using their libraries as their decks. The winner searches their library for two cards, puts those cards into their hand, then shuffles.
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Epic Struggle
( 4)
Enchantment
At the beginning of your upkeep, if you control twenty or more creatures, you win the game.
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Felidar Sovereign
( 6)
Creature — Cat Beast
(4/6)
Vigilance, lifelink At the beginning of your upkeep, if you have 40 or more life, you win the game.
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Form of the Approach of the Second Sun
( 5)
Enchantment
When this enchantment enters the battlefield, you gain 7 life. You become a card until you leave your library or that library is shuffled. Put yourself seventh from the top, balancing the cards on top of you on your head. When you draw yourself, you win the game. When one or more cards fall off your head, exile them and all cards on your head, then sacrifice this enchantment.
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Gallifrey Stands
( 6)
Legendary Enchantment
When Gallifrey Stands enters the battlefield, return all Doctor cards from your graveyard to your hand. At the beginning of your upkeep, you may put a Doctor creature card from your hand onto the battlefield. Then if you control thirteen or more Doctors, you win the game.
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Gilt-Leaf Winnower
( 5)
Creature — Elf Warrior
(4/3)
Menace (This creature can't be blocked except by two or more creatures.) When Gilt-Leaf Winnower enters the battlefield, you may destroy target non-Elf creature whose power and toughness aren't equal.
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Happily Ever After
( 3)
Enchantment
When Happily Ever After enters the battlefield, each player gains 5 life and draws a card. At the beginning of your upkeep, if there are five colors among permanents you control, there are six or more card types among permanents you control and/or cards in your graveyard, and your life total is greater than or equal to your starting life total, you win the game.
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Hedron Alignment
( 3)
Enchantment
Hexproof At the beginning of your upkeep, you may reveal your hand. If you do, you win the game if you own a card named Hedron Alignment in exile, in your hand, in your graveyard, and on the battlefield. : Scry 1.
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Helix Pinnacle
( 1)
Enchantment
Shroud (This enchantment can't be the target of spells or abilities.) : Put X tower counters on Helix Pinnacle. At the beginning of your upkeep, if there are 100 or more tower counters on Helix Pinnacle, you win the game.
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Hellkite Tyrant
( 6)
Creature — Dragon
(6/5)
Flying, trample Whenever Hellkite Tyrant deals combat damage to a player, gain control of all artifacts that player controls. At the beginning of your upkeep, if you control twenty or more artifacts, you win the game.
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Jace, Wielder of Mysteries
( 4)
Legendary Planeswalker — Jace
(4)
If you would draw a card while your library has no cards in it, you win the game instead. +1: Target player mills two cards. Draw a card. −8: Draw seven cards. Then if your library has no cards in it, you win the game.
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Laboratory Maniac
( 3)
Creature — Human Wizard
(2/2)
If you would draw a card while your library has no cards in it, you win the game instead.
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Luck Bobblehead
( 3)
Artifact — Bobblehead
: Add one mana of any color. , : Roll X six-sided dice, where X is the number of Bobbleheads you control. Create a tapped Treasure token for each even result. If you rolled 6 exactly seven times, you win the game.
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Mayael's Aria
( 3)
Enchantment
At the beginning of your upkeep, put a +1/+1 counter on each creature you control if you control a creature with power 5 or greater. Then you gain 10 life if you control a creature with power 10 or greater. Then you win the game if you control a creature with power 20 or greater.
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Maze's End
( 0)
Land
Maze's End enters the battlefield tapped. : Add . , , Return Maze's End to its owner's hand: Search your library for a Gate card, put it onto the battlefield, then shuffle. If you control ten or more Gates with different names, you win the game.
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Mechanized Production
( 4)
Enchantment — Aura
Enchant artifact you control At the beginning of your upkeep, create a token that's a copy of enchanted artifact. Then if you control eight or more artifacts with the same name as one another, you win the game.
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Mercadian Lift
( 2)
Artifact
, : Put a winch counter on Mercadian Lift. , Remove X winch counters from Mercadian Lift: You may put a creature card with mana value X from your hand onto the battlefield.
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Metagamer (playtest)
( 2)
Creature — — Human Advisor
(2/2)
Cards in the winning deck(s) of the latest Mythic Championship cost more to cast.
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Mortal Combat
( 4)
Enchantment
At the beginning of your upkeep, if twenty or more creature cards are in your graveyard, you win the game.
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Near-Death Experience
( 5)
Enchantment
At the beginning of your upkeep, if you have exactly 1 life, you win the game.
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Revel in Riches
( 5)
Enchantment
Whenever a creature an opponent controls dies, create a Treasure token. (It's an artifact with ", Sacrifice this artifact: Add one mana of any color.") At the beginning of your upkeep, if you control ten or more Treasures, you win the game.
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Simic Ascendancy
( 2)
Enchantment
: Put a +1/+1 counter on target creature you control. Whenever one or more +1/+1 counters are put on a creature you control, put that many growth counters on Simic Ascendancy. At the beginning of your upkeep, if Simic Ascendancy has twenty or more growth counters on it, you win the game.
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Skyshroud Ambush
( 2)
Instant
Target creature you control fights target creature you don't control. When the creature you control wins the fight, draw a card.
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Test of Endurance
( 4)
Enchantment
At the beginning of your upkeep, if you have 50 or more life, you win the game.
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Thassa's Oracle
( 2)
Creature — Merfolk Wizard
(1/3)
When Thassa's Oracle enters the battlefield, look at the top X cards of your library, where X is your devotion to blue. Put up to one of them on top of your library and the rest on the bottom of your library in a random order. If X is greater than or equal to the number of cards in your library, you win the game. (Each in the mana costs of permanents you control counts toward your devotion to blue.)
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The Countdown Is at One
( 5)
Sorcery
Players play a Magic subgame, starting at 1 life and using their libraries as their decks. For the rest of the main game, if a source would deal damage to a player who didn't win the subgame, it deals double that damage to that player instead.
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The Flood of Mars
( 4)
Creature — Alien Zombie Horror
(3/3)
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) Water Always Wins — Whenever The Flood of Mars attacks, put a flood counter on another target creature or land. If it's a creature, it becomes a copy of The Flood of Mars. If it's a land, it becomes an Island in addition to its other types.
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Triskaidekaphile
( 2)
Creature — Human Wizard
(1/3)
You have no maximum hand size. At the beginning of your upkeep, if you have exactly thirteen cards in your hand, you win the game. : Draw a card.
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Tug of War
( 5)
Sorcery
Players play a subgame starting at 5 life and with up to three permanent cards with different names from their main-game library on the battlefield. As the subgame ends, the winner chooses one of the cards they put onto the battlefield as the subgame began and puts it onto the battlefield rather than shuffling it into their library.
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Winnower Patrol
( 3)
Creature — Elf Warrior
(3/2)
Kinship — At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with Winnower Patrol, you may reveal it. If you do, put a +1/+1 counter on Winnower Patrol.
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