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A Girl and Her Dogs (playtest)
A Girl and Her Dogs (playtest) 4White (5)
Creature — — Human (3/3)

When A Girl and Her Dogs enters the battlefield and at the beginning of your upkeep, create a 1/1 white legendary Dog creature token and name it.

Whenever A Girl and Her Dogs attacks, it gets +1/+1 until end of turn for each legendary creature you control.

Mystery Booster 2: Convention Edition (Rare)
A Good Thing (playtest)
A Good Thing (playtest) 4WhiteBlack (6)
Enchantment

Spells and abilities you control can't destroy, exile, target, or cause you to sacrifice CARDNAME.

At the beginning of your upkeep, double your life total. Then, if you have 1,000 or more life, you lose the game.

Mystery Booster (Common)
Abbot of the Sacred Meeple (playtest)
Abbot of the Sacred Meeple (playtest) 1White (2)
Creature — — Human Monk (2/2)

Sinecure (This creature can occupy a space two spaces higher on the Monk Track than its power.)

Once on each of your odd-numbered (beige) production phases, you may spend two additional sheep when constructing a building. If you do, you may activate the lesser production ability of any building of prestige 5 or lower you control. Exceptions: Apiary, Cobbler (but not Shoemaker), Wainwright.

Mystery Booster 2: Convention Edition (Rare)
Abian, Luvion Usurper (playtest)
Abian, Luvion Usurper (playtest) 5RedGreen (7)
Legendary Planeswalker — — Abian

As CARDNAME enters the battlefield, you become Abian. (Your life total becomes equal to their loyalty. You can activate the loyalty abilities by spending or gaining life.)

+3: Discard your hand, then draw cards equal to the greatest power among creatures you control.

+1: Create a 3/2 red and green Spirit creature token.

−X: You deal X damage to any target.

Mystery Booster (Common)
Aggressive Crag (playtest)
Aggressive Crag (playtest) (0)
Land

At the beginning of your combat step, tap CARDNAME.

Tap: Add Red or White.

Mystery Booster (Common)
Alberix, the Trade Planet (playtest)
Alberix, the Trade Planet (playtest) 2BlueBlue (4)
World Enchantment

Planet (When this permanent enters, exile the top five cards of your library as its resources.)

Trade Routes — At the beginning of your precombat main phase, choose one —

• Discard a card. If you do, put two of Alberix's resources into its owner's hand.

• Exile the top card of your library as a resource.

Mystery Booster 2: Convention Edition (Rare)
All-Star Kicker (playtest)
All-Star Kicker (playtest) 1Red (2)
Creature — — Orc Athlete (2/2)

Assist kicker 3 (You and up to one other player can spend mana to pay this kicker cost.)

When All-Star Kicker enters the battlefield, your team may pass the ball. Then if All-Star Kicker was kicked, creatures your team controls get +1/+1 and gain haste until end of turn. (To pass the ball, one of the players on your team gives a permanent or card in hand to another player on your team.)

Mystery Booster 2: Convention Edition (Rare)
Anax and Cymede & Kynaios and Tiro (playtest)
Anax and Cymede & Kynaios and Tiro (playtest) 1RedGreenWhiteBlue (5)
Legendary Creature — — Human Soldier (3/8)

First strike, vigilance

Heroic — Whenever you cast a spell that targets Anax and Cymede & Kynaios and Tiro, draw a card. Each player may put a land card from their hand onto the battlefield, then each opponent who didn't draws a card.

Mystery Booster 2: Convention Edition (Rare)
Animate Spell (playtest)
Animate Spell (playtest) Blue (1)
Enchantment — — Aura

Flash

Enchant instant or sorcery spell on the stack

When CARDNAME becomes attached to an instant or sorcery, put that card onto the battlefield under its owner's control. It's a creature in addition to its other types with power and toughness each equal to its converted mana cost.

When CARDNAME leaves the battlefield, enchanted card's owner sacrifices it unless they cast it.

Mystery Booster (Common)
Arcanum Things (playtest)
Arcanum Things (playtest) 1White (2)
Artifact — — Equipment

Equipped creature has flying.

Equip 2

Equipment swap 2White (2White: Exchange this Equipment with an Equipment card in your hand. If this Equipment was attached to a creature, attach the new Equipment to that creature.)

Mystery Booster 2: Convention Edition (Rare)
Assemble the Players
Assemble the Players 1White (2)
Enchantment

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.

Murders at Karlov Manor (Rare)
Avacyn's Collar, the Symbol of Her Church (playtest)
Avacyn's Collar, the Symbol of Her Church (playtest) 1White (2)
Artifact — — Equipment

Equipped creature can't attack, block, or transform, and its activated abilities can't be activated.

Shackle 3 (3: Attach to target creature you don't control. Shackle only as a sorcery.)

Mystery Booster 2: Convention Edition (Rare)
Banding Sliver (playtest)
Banding Sliver (playtest) 3WhiteWhite (5)
Creature — — Sliver (3/3)

All Slivers have banding. (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)

Mystery Booster (Common)
Baneslayer Aspirant (playtest)
Baneslayer Aspirant (playtest) 1White (2)
Creature — — Human Soldier (2/2)

CARDNAME gets +3/+3 and has flying, first strike, and lifelink as long as you have one or more emblems.

Mystery Booster (Common)
Barry's Land (playtest)
Barry's Land (playtest) (0)
Basic Land — — Cloud

Tap: Add Colorless.

Mystery Booster (Common)
Embereth Shieldbreaker (Battle Display)
Embereth Shieldbreaker (Battle Display) Red (1)
Sorcery — Adventure

Destroy target artifact. (Then exile this card. You may cast the creature later from exile.)

Commander Legends: Battle for Baldur's Gate (Uncommon)
Other Versions
Throne of Eldraine (Uncommon)
Bear with Set's Mechanic (playtest)
Bear with Set's Mechanic (playtest) 1Green (2)
Creature — — Bear (2/2)

Vigilance

Aggressive (During your turn, there is an additional combat phase after the first, and only creatures with aggressive may attack during it.)

Mystery Booster (Common)
Big Play
Big Play 1Green (2)
Instant

Target creature gets +2/+2 and gains reach until end of turn. Put a +1/+1 counter on it. (A creature with reach can block creatures with flying.)

Strixhaven: School of Mages (Common)
Bind//Liberate (playtest)
Bind//Liberate (playtest) 1Green (2)
Instant

Counter target activated ability. (Mana abilities can't be targeted.)<i/>

Draw a card.

//

Liberate

1White

Instant

Exile target creature you control. Return that card to the battlefield under its owner's control at the beginning of the next end step.

Mystery Booster (Common)
Biting Remark (playtest)
Biting Remark (playtest) 3Blue (4)
Creature — — Elemental (3/3)

Scrycast 0 (If you see this card while scrying, you may reveal it and cast it by paying 0.)

Flying

Mystery Booster (Common)
Blood Poet (playtest)
Blood Poet (playtest) 2Black (3)
Creature — — Vampire Cleric (3/2)

Spark (Activate spark abilities by spending or giving yourself spark counters. Activate only one spark ability per turn, and only as a sorcery.)

+1: CARDNAME gains lifelink until end of turn.

−3: Target opponent discards a card. You gain life equal to its converted mana cost.

Mystery Booster (Common)
Blurry Visionary (playtest)
Blurry Visionary (playtest) 3Blue (4)
Creature — — Human Wizard (3/2)

When Blurry Visionary enters the battlefield, look at the top two cards of your library and put them back-to-back in the same sleeve with either card in front. They become a modal double-faced card for the rest of the game. Then put that card into your hand. (You can play either face of that double-faced card. Make sure to reset it when the game ends.)

Mystery Booster 2: Convention Edition (Rare)
Bolshack Dragon (playtest)
Bolshack Dragon (playtest) 5Red (6)
Creature — — Armored Dragon (6/6)

Double <s>breaker</s> strike

While attacking, this creature gets +1<s>000</s> power for each <s>fire</s> red card in your graveyard.

Mystery Booster 2: Convention Edition (Rare)
Boltfire (playtest)
Boltfire (playtest) Red (1)
Sorcery

Boltfire deals 2 damage to any target.

Flashforward 4Red (You may cast this card from exile for its flashforward cost. Then put it on the bottom of your library.)

Mystery Booster 2: Convention Edition (Rare)
Bombardment (playtest)
Bombardment (playtest) Red (1)
Sorcery

Until end of turn, cards you own that aren't on the battlefield lose all card types, costs, names, and abilities and become red sorceries named Missile that cost Red with "Missile deals 2 damage to any target."

Mystery Booster (Common)
Bone Rattler (playtest)
Bone Rattler (playtest) 3BlackBlack (5)
Creature — — Skeleton (4/4)

When CARDNAME is put into your graveyard from anywhere, exile it. When you do, create four Reassembling Skeleton token cards and put them into your graveyard.

Mystery Booster (Common)
Boulder Jockey (playtest)
Boulder Jockey (playtest) 2RedPotential Land Drop (3)
Creature — — Goblin (4/4)

(<b>D</b> is a land drop. You may give up one potential land drop this turn to pay for <b>D</b>.)

Whenever Boulder Jockey attacks, you may pay <b>D</b>. If you do, create a 3/3 colorless Construct artifact creature token named Boulder that's tapped and attacking. Sacrifice that token at the beginning of the next end step.

Mystery Booster 2: Convention Edition (Rare)
Brigid, Who's Seen Some Stuff (playtest)
Brigid, Who's Seen Some Stuff (playtest) 2WhiteWhite (4)
Legendary Creature — — Kithkin Archer (3/3)

Vigilance

Nimble (This creature can't be blocked by creatures with power 3 or greater.)

Kithkin you control have thoughtweft. (A creature with thoughtweft has all printed keyword abilities of other creatures you control with thoughtweft.)

Mystery Booster 2: Convention Edition (Rare)
Bucket List (playtest)
Bucket List (playtest) 1BlueRed (3)
Enchantment

Whenever you cast a spell of a type showing on CARDNAME, put a counter over that type and draw a card. If all five types on CARDNAME have counters over them, sacrifice it and draw one more card. BOX artifact BOX creature BOX enchantment BOX instant BOX sorcery

Mystery Booster (Common)
Built Bear (playtest)
Built Bear (playtest) 1Green (2)
Creature — — Bear (2/2)

Legacy (During deckbuilding, circle any number of the following. You can spend 1 point for free. For every 2 points spent beyond that, increase this card's mana cost by 1.)

<b>1 point each</b> → Flash; deathtouch; reach; vigilance; or ward 2

<b>2 points</b> → Tap: Add one mana of any color.

<b>3 points each</b> → +1/+1; or +0/+2

<b>4 points</b> → When this creature enters the battlefield, draw a card.

Mystery Booster 2: Convention Edition (Rare)
Buried Ogre (playtest)
Buried Ogre (playtest) 1BlackBlackBlack (4)
Creature — — Zombie Ogre (6/4)

You may begin the game with CARDNAME in your graveyard. If you do, you lose 1 life.

Mystery Booster (Common)
Call from the Grave (playtest)
Call from the Grave (playtest) 2Black (3)
Sorcery

Put a random creature from a random graveyard into play under your control. Call from the Grave deals to you an amount of damage equal to that creature's casting cost.

Mystery Booster 2: Convention Edition (Rare)
Can't Quite Recall (playtest)
Can't Quite Recall (playtest) Blue (1)
Instant

Forbidden (This card can't be in your starting deck. Yes, you read that right. You need to figure out a way to get it into the game without it being in your deck.)

Target player draws three cards.

Mystery Booster 2: Convention Edition (Rare)
Catch of the Day (playtest)
Catch of the Day (playtest) 5Blue (6)
Creature — — Serpent (?/?)

As Catch of the Day enters the battlefield, choose one for each of the following.

<b>Keyword</b> → Vigilance; ward 3; or islandwalk.

<b>Whenever this creature attacks</b> → Scry 2; goad target creature an opponent controls; or tap target creature an opponent controls.

<b>Size</b> → 6/2; 4/4; or 2/6.

Mystery Booster 2: Convention Edition (Rare)
Celestine Cave Witch (playtest)
Celestine Cave Witch (playtest) 3Black (4)
Creature — — Human Warlock (2/3)

When CARDNAME enters the battlefield, create two 1/1 black Insect creature tokens.

Whenever CARDNAME attacks, you may sacrifice an Insect. When you do, curse defending player. (Create a black Aura Curse enchantment token that's attached to that player. It has enchant player and "At the beginning of your upkeep, you lose 1 life.")

Mystery Booster (Common)
Champion of the Hareish (playtest)
Champion of the Hareish (playtest) White (1)
Creature — — Rabbit Soldier (1/1)

Buddy list (As this creature enters, if any of its creature types isn't on your buddy list, write one of them on your buddy list.)

Whenever another creature enters the battlefield under your control, put a +1/+1 counter on Champion of the Hareish if one of that creature's creature types is on your buddy list. Otherwise, write one of its creature types on your buddy list.

Mystery Booster 2: Convention Edition (Rare)
Chatzuk, Mighty Guitarist (playtest)
Chatzuk, Mighty Guitarist (playtest) 1GreenWhite (3)
Legendary Creature — — Human Bard (2/2)

Banding (Just ask around until you find someone who knows.)

Creature spells you cast with banding cost 2 less to cast.

Whenever two or more creatures you control attack in a band, each creature in that band gets +1/+1 until end of turn for each creature in that band.

Mystery Booster 2: Convention Edition (Rare)
Chea, Friend to Maybe Too Many (playtest)
Chea, Friend to Maybe Too Many (playtest) 1WhiteBlackGreen (4)
Legendary Creature — — Human Wizard (2/4)

Familiar spells you cast have flash. (Bats, Birds, Cats, Dragons, Faeries, Foxes, Frogs, Imps, Lizards, and Spiders are familiars, as well as any creature with "Familiar" in its name.)

Tap: Add X Green and each opponent loses X life, where X is the number of familiars you control.

Mystery Booster 2: Convention Edition (Rare)
Chimney Goyf (playtest)
Chimney Goyf (playtest) 4Black (5)
Creature — — Lhurgoyf Imp (*/*+1)

Flying

CARDNAME's power is equal to the number of card types among cards in all graveyards and its toughness is equal to that number plus 1.

When CARDNAME dies, target opponent puts a card from their hand on top of their library.

Mystery Booster (Common)
Chronobot (playtest)
Chronobot (playtest) 2 (2)
Artifact Creature — — Construct (2/2)

When CARDNAME enters the battlefield, switch upkeep steps with target opponent for as long as it remains on the battlefield. (You take your upkeep on their turn, and they take their upkeep on your turn.)

Mystery Booster (Common)
Cleaver Blow (playtest)
Cleaver Blow (playtest) 1Black (2)
Instant

Multicleave 1 (You may pay an additional 1 any number of times as you cast this spell. For each time you do, choose a paired set of square brackets and remove the words in between.)

Destroy target nonblack creature with mana value 3 or less an opponent controls. You and its controller each draw a card and lose 2 life. Create a tapped 1/1 white Spirit creature token with flying.

Mystery Booster 2: Convention Edition (Rare)
Command the Chaff (playtest)
Command the Chaff (playtest) 4BlueBlue (6)
Instant

Look at target opponent's sideboard. You may cast a card from that sideboard without paying its mana cost.

Exile CARDNAME.

Mystery Booster (Common)
Common Black Removal (playtest)
Common Black Removal (playtest) 2BlackBlack (4)
Instant

Choose one. Destroy target creature, then —

• Create a Food token.

• Create a Treasure token.

• Put a menace counter on a creature you control.

• That creature's controller mills cards equal to its power.

Mystery Booster 2: Convention Edition (Rare)
Control Win Condition (playtest)
Control Win Condition (playtest) 4BlueBlue (6)
Creature — — Whale (*/*)

This spell can't be countered.

Shroud

CARDNAME's power and toughness are each equal to the number of turns you've taken this game. (If this is in your deck, please keep track of your turns. This means you, Mark.)

Mystery Booster (Common)
Corrupted Key (playtest)
Corrupted Key (playtest) Black (1)
Artifact — — Key

As long as CARDNAME is tapped, creatures you control have menace and deathtouch.

Mystery Booster (Common)
Creepy Crawler (playtest)
Creepy Crawler (playtest) 3Black (4)
Creature — — Spider (2/4)

Menace, reach

Whenever Creepy Crawler deals combat damage to a player who is afraid of you, that player discards a card and you draw a card. (An opponent is afraid of you if a Horror, Nightmare, enchantment, or face-down creature you control entered the battlefield or attacked them this turn.)

Mystery Booster 2: Convention Edition (Rare)
Cyclopean Titan (playtest)
Cyclopean Titan (playtest) 4BlackBlackBlackBlack (8)
Creature — — Zombie Giant (8/4)

When CARDNAME dies, two target lands become Swamps. Exile CARDNAME.

3, Tap: Tap target creature, then return CARDNAME to its owner's hand.

Mystery Booster (Common)
Dairy Cow (playtest)
Dairy Cow (playtest) Green (1)
Creature — — Cow (2/1)

Grazing type (This creature enters the battlefield with five milk counters on it for each Forest and/or Plant you control.)

Mystery Booster 2: Convention Edition (Rare)
Defender of the Queue (playtest)
Defender of the Queue (playtest) 3White (4)
Creature — — Centaur Soldier (3/3)

Positioning (As this creature enters, lock your creatures in order from left to right for as long as you control a creature with positioning. Each time a creature enters or comes under your control, position it to the left or right of another creature you control.)

Adjacent creatures to the left and right of Defender of the Queue get +1/+1 and have vigilance.

Mystery Booster 2: Convention Edition (Rare)
Devil's Play
Devil's Play Variable ColorlessRed (1)
Sorcery

Devil's Play deals X damage to any target.

Flashback Variable ColorlessRedRedRed (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Shadows of the Past (Rare)
Other Versions
Innistrad (Rare)
Duel Decks: Sorin vs. Tibalt (Rare)
Commander 2019 (Rare)
Historic Anthology 3 (Rare)
Devils' Playground
Devils' Playground 4RedRed (6)
Sorcery

Create four 1/1 red Devil creature tokens. They have "When this creature dies, it deals 1 damage to any target."

Shadows Over Innistrad Remastered (Rare)
Other Versions
Shadows over Innistrad (Rare)
Display of Dominance
Display of Dominance 1Green (2)
Instant

Choose one —

• Destroy target blue or black noncreature permanent.

• Permanents you control can't be the targets of blue or black spells your opponents control this turn.

Dragons of Tarkir (Uncommon)
Display of Power
Display of Power 1RedRed (3)
Instant

This spell can't be copied.

Copy any number of target instant and/or sorcery spells. You may choose new targets for the copies.

The Lord of the Rings: Tales of Middle Earth (Rare)
Domesticated Mammoth (playtest)
Domesticated Mammoth (playtest) 1Green (2)
Snow Creature — — Mammoth (5/4)

CARDNAME enters the battlefield with a token copy of Pacifism attached to it.

Mystery Booster (Common)
Domesticated Watercourse (playtest)
Domesticated Watercourse (playtest) (0)
Land

CARDNAME enters the battlefield tapped.

Tap: Add Blue or Black.

BlueBlack: Until end of turn, CARDNAME becomes an Equipment artifact with equip 2.

Whenever equipped creature deals combat damage to a player, draw a card.

Mystery Booster (Common)
Don't Worry About It (playtest)
Don't Worry About It (playtest) 1GreenBlue (3)
Enchantment — — Aura

Enchant card in your hand (This Aura remains on the battlefield. If you play enchanted card or it otherwise leaves your hand, put this Aura into the graveyard.)

Enchanted card costs 1 less to cast.

When you cast enchanted card, copy it.

Mystery Booster 2: Convention Edition (Rare)
Do-Over (playtest)
Do-Over (playtest) 1Blue (2)
Instant

Restart the turn, except with CARDNAME in exile. (First, return all cards to where they were as the turn began. For information from hidden zones like the hand, reconstruct as best you can, and do the rest at random.)

Mystery Booster (Common)
Double Play
Double Play 3GreenGreen (5)
Sorcery

Choose another player. Search your library for a basic land card, put it onto the battlefield, then shuffle. At the beginning of the first upkeep in your next game with that player, search your library for a basic land card, put it onto the battlefield, then shuffle.

Unglued (Common)
Duelists' Convocation International (playtest)
Duelists' Convocation International (playtest) 2Blue (3)
Enchantment

When Duelists' Convocation International enters the battlefield, choose a 10-digit number at random and write it down.

Whenever you play a land or cast a spell, if it shares a mana value with one or more uncrossed digits in the chosen number, cross out one of those digits and draw a card. Then if all ten digits are crossed out, you win the game.

Mystery Booster 2: Convention Edition (Rare)
Dwarven Confluencer (playtest)
Dwarven Confluencer (playtest) 2Red (3)
Creature — — Dwarf (1/1)

Tap: Destroy target nontoken land. Its controller creates a Mana Confluence token. (It's a land with "Tap, Pay 1 life: Add one mana of any color.")

Mystery Booster 2: Convention Edition (Rare)
Embereth Shieldbreaker
Embereth Shieldbreaker 1Red (2)
Creature — Human Knight (2/1)

Commander Legends: Battle for Baldur's Gate (Uncommon)
Other Versions
Throne of Eldraine (Uncommon)
Enchanted Prairie (playtest)
Enchanted Prairie (playtest) (0)
Enchantment Land

CARDNAME enters the battlefield tapped.

Tap: Add White or Blue.

Mystery Booster (Common)
Enchantmentize (playtest)
Enchantmentize (playtest) 3Blue (4)
Enchantment — — Aura

Enchant creature or enchantment

Enchanted permanent is an enchantment and loses all other card types. (It still has its abilities, but it's no longer a creature.)

Mystery Booster (Common)
Enroll in the Coalition (playtest)
Enroll in the Coalition (playtest) 3White (4)
Enchantment

You are a Flagbearer.

While choosing targets as part of casting a spell or activating an ability, your opponents must choose at least one Flagbearer if able.

Mystery Booster (Common)
Essence of Ajani (playtest)
Essence of Ajani (playtest) 2White (3)
Emblem

(As this spell resolves, put it into the command zone.)

Whenever you cast a spell, you gain 1 life.

Mystery Booster 2: Convention Edition (Rare)
Everlasting Lich (playtest)
Everlasting Lich (playtest) 2BlackBlackBlack (5)
Creature — — Zombie (4/0)

CARDNAME can't block.

CARDNAME can't die. (This creature has indestructible, can't be sacrificed, and doesn't go to the graveyard for having 0 toughness.)

Mystery Booster (Common)
Evil Boros Charm (playtest)
Evil Boros Charm (playtest) Black or RedWhite or Black (2)
Instant

Choose one —

• CARDNAME deals 2 damage to any target and you gain 2 life.

• Unblocked attacking creatures get +1/+0 until end of turn.

• Create a 1/1 colorless Spirit creature token with lifelink and haste.

Mystery Booster (Common)
Experiment Five (playtest)
Experiment Five (playtest) Green (1)
Creature — — Bear Snake Mutant (1/1)

1Variable Colorless: Put a +1/+2 counter on CARDNAME. (Variable Colorless is paid with one mana from any source that could produce two or more colors of mana.)

Mystery Booster (Common)
Fetching Garden (playtest)
Fetching Garden (playtest) (0)
Land — — Forest Plains

(Tap: Add Green or White.)

Fetching Garden enters the battlefield tapped if it was played from your hand.

Mystery Booster 2: Convention Edition (Rare)
Five Kids in a Trenchcoat (playtest)
Five Kids in a Trenchcoat (playtest) 2White (3)
Creature — — Human Soldier (1/5)

CARDNAME counts as five creatures for spells and effects that count the number of creatures you control.

Mystery Booster (Common)
Flanking Licid (playtest)
Flanking Licid (playtest) 1Red (2)
Summon — — Licid (1/1)

Red, Tap: Flanking Licid loses this ability and becomes a creature enchantment that reads "Enchanted creature gains flanking" instead of a creature. Move Flanking Licid onto target creature. You may pay Red to end this effect.

Mystery Booster 2: Convention Edition (Rare)
Flavor Disaster (playtest)
Flavor Disaster (playtest) 4Green (5)
Enchantment Creature — — Elemental Pirate (4/3)

Reach

When Flavor Disaster enters the battlefield or when it's turned face up, target creature gets +X/+X until end of turn, where X is Flavor Disaster's power.

Negamorph 1Green (You may cast this card face down as a 2/2 creature for 3. Turn it face up any time for its negamorph cost and put a -1/-1 counter on it.)

Mystery Booster 2: Convention Edition (Rare)
Fludge, Gunk Guardian (playtest)
Fludge, Gunk Guardian (playtest) 3BlackGreen (5)
Legendary Creature — — Slug Ooze (5/5)

Whenever Fludge, Gunk Guardian or another Slug, Ooze, Fungus, or Mutant enters the battlefield under your control, each opponent shuffles three Gunk cards into their library. (Gunk is a colorless sorcery card with no mana cost that has cycling 4.)

Mystery Booster 2: Convention Edition (Rare)
Form of the Mulldrifter (playtest)
Form of the Mulldrifter (playtest) 4Blue (5)
Tribal Enchantment — — Elemental

When CARDNAME enters the battlefield, draw two cards.

You may cast creature cards from your hand as though they were the card Mulldrifter. (You can still evoke this way. They're Mulldrifters.)

Mystery Booster (Common)
Foul Play
Foul Play 1Black (2)
Sorcery

Destroy target creature with power 2 or less. Investigate. (Create a Clue token. It's an artifact with "2, Sacrifice this artifact: Draw a card.")

Innistrad: Midnight Hunt (Uncommon)
Fowl Play
Fowl Play 2Blue (3)
Enchantment — Aura

Enchant creature

Enchanted creature loses all abilities and is a Bird creature with base power and toughness 1/1.

Unglued (Common)
Frenemy of the Guildpact (playtest)
Frenemy of the Guildpact (playtest) 1Green (2)
Creature — — Spirit (3/2)

Protection from enemy-colored multicolored. (This creature can't be blocked, targeted, dealt damage, enchanted, or equipped by anything that's two enemy colors, such as blue and green.)

Mystery Booster (Common)
Friarball (playtest)
Friarball (playtest) 3White (4)
Sorcery

Create a 2/2 white Monk creature token.

Coststorm (When you cast this spell, copy it for each different mana value among other spells and lands you've played this turn.)

Mystery Booster 2: Convention Edition (Rare)
Frogkin Kidnapper (playtest)
Frogkin Kidnapper (playtest) 1Black (2)
Creature — — Frog Rogue (2/1)

When CARDNAME enters the battlefield, target opponent reveals their hand. Choose a nonland card from it. Ransom that card. (Exile it. Its owner may pay 3 at any time to return it to their hand.)

Mystery Booster (Common)
Frontier Explorer (playtest)
Frontier Explorer (playtest) White (1)
Creature — — Cat Scout (2/1)

3, Tap: Until end of turn, you may play one basic Plains card from outside the game.

Mystery Booster (Common)
Generated Horizons (playtest)
Generated Horizons (playtest) 2GreenGreen (4)
Enchantment

At the beginning of your upkeep, create a Forest land token.

Mystery Booster (Common)
Geometric Weird (playtest)
Geometric Weird (playtest) Red (1)
Creature — — Weird (1/1)

At the beginning of each end step, you may have CARDNAME's base power and toughness each become equal to the greatest number of spells and abilities from different sources that were on the stack simultaneously that turn.

Mystery Booster (Common)
Glade of the Pump Spells (playtest)
Glade of the Pump Spells (playtest) 2Green (3)
Land

(You have to pay 2Green to play this land as your land drop. It's green.)

When Glade of the Pump Spells enters the battlefield, up to one target creature gets +2/+2 and gains trample until end of turn.

Tap: Add GreenGreen.

Mystery Booster 2: Convention Edition (Rare)
Glimpse, the Unthinkable (playtest)
Glimpse, the Unthinkable (playtest) 2BlueBlack (4)
Legendary Creature — — Illusion Rogue (4/5)

Shroud (This creature can't be the target of spells or abilities.)

Glimpse, the Unthinkable can't be chosen.

The name Glimpse, the Unthinkable can't be chosen.

Mystery Booster 2: Convention Edition (Rare)
Gobland (playtest)
Gobland (playtest) (0)
Land Creature — — Mountain Goblin (2/1)

(Gobland isn't a spell, it's affected by summoning sickness, and it has "Tap: Add Red.")

Gobland can't block.

Mystery Booster 2: Convention Edition (Rare)
Gold Mine (playtest)
Gold Mine (playtest) (0)
Land

Tap: Add Colorless.

Legacy — Tap, Mark one of CARDNAME's unmarked nodes: Add one mana of any color.

BOX, BOX, BOX, BOX, BOX

Mystery Booster (Common)
Golgari Death Swarm (playtest)
Golgari Death Swarm (playtest) 3BlackGreen (5)
Creature — — Bat Fungus Horror (4/4)

Flying, vigilance

Mystery Booster (Common)
Gorilla Tactics (playtest)
Gorilla Tactics (playtest) 1Green (2)
Instant

Create a 2/2 green Gorilla creature token.

When a spell or ability an opponent controls causes you to discard CARDNAME, create two 2/2 green Gorilla creature tokens.

Mystery Booster (Common)
Graveyard Dig (playtest)
Graveyard Dig (playtest) 1Black or Green (2)
Sorcery

Return up to two target black or green creature cards from your graveyard to your hand.

You may cast this spell for 2Black or GreenBlack or Green. If you do, ignore the bracketed text.

Mystery Booster (Common)
Growth Charm (playtest)
Growth Charm (playtest) 1GreenGreen (3)
Instant

Choose one —

• Rampant Growth

• Giant Growth

• Regrowth

Mystery Booster (Common)
Gunk Slug (playtest)
Gunk Slug (playtest) 2Black (3)
Creature — — Slug (2/3)

When CARDNAME enters the battlefield, create three Gunk token cards and shuffle them into target opponent's library. (Gunk is a colorless sorcery card with no mana cost that has cycling 4.)

Mystery Booster (Common)
Halving Season (playtest)
Halving Season (playtest) 4Black (5)
Enchantment

If an opponent would create one or more tokens, they create half that many of each of those kinds of tokens instead, rounded down.

If an opponent would put one or more counters on a permanent or player, they put half that many of each of those kinds of counters on that permanent or player instead, rounded down.

Mystery Booster 2: Convention Edition (Rare)
Heart of a Duelist (playtest)
Heart of a Duelist (playtest) 1Blue (2)
Enchantment

You may draw cards from anywhere in your library. (You don't get to look at them or reorder them while doing so.)

When Heart of a Duelist enters the battlefield, draw a card.

Mystery Booster 2: Convention Edition (Rare)
High Troller (playtest)
High Troller (playtest) 3Red (4)
Creature — — Troll Shaman (4/1)

All targeted spells and abilities cost 2 less and have their targets chosen randomly.

Mystery Booster (Common)
Hish of the Snake Cult (playtest)
Hish of the Snake Cult (playtest) 2BlackGreenBlue (5)
Legendary Creature — — Snake (2/5)

Nagas and Serpents you control are Snakes. (We'll errata this to be true.)

Snakes you control have daunt, deathtouch, and poisonous 2. (A creature with daunt can't be blocked by creatures with power 2 or less. Whenever a creature with poisonous 2 deals combat damage to a player, that player gets two poison counters.)

Mystery Booster 2: Convention Edition (Rare)
How to Keep an Izzet Mage Busy (playtest)
How to Keep an Izzet Mage Busy (playtest) Blue or Red (1)
Sorcery

Return CARDNAME to its owner's hand.

Mystery Booster (Common)
Imaginary Friends (playtest)
Imaginary Friends (playtest) 1White (2)
Sorcery — — Arcane

Create three 0/0 white Spirit creature tokens with flying.

Mystery Booster (Common)
Immersturm Battlefield (playtest)
Immersturm Battlefield (playtest) 1Red (2)
Enchantment — — Realm

Hosted creatures get +2/+0 and have haste.

Host 1Red (1Red: Host target creature at this Realm. A Realm can host any number of creatures. Host only as a sorcery.)

Mystery Booster 2: Convention Edition (Rare)
Impatient Iguana (playtest)
Impatient Iguana (playtest) 1Red (2)
Creature — — Lizard Wizard (2/1)

If CARDNAME is in your opening hand and you're not the starting player, you may reveal it. If you do, you become the starting player.

Haste

Mystery Booster (Common)
Indicate (playtest)
Indicate (playtest) 0 (0)
Sorcery

Target permanent.

Mystery Booster 2: Convention Edition (Rare)
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