Universes Beyond: SCP Foundation: Card List

Universes Beyond: SCP Foundation: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity

Show frames: W U B R G M H A L

Show rarities: C U R M



Hide card text Show code Show active Show dates Hide comments

# Name Colour Rarity Cost Type P T Card text Comments Recent comment
1 Abdominal Planet White Uncommon 3{2}{w} Enchantment — Aura Enchant creature\n Enchanted creature has gravity and ward 2. (Spells and abilities your opponents control must target that creature if able.) 0
2 Apocalyptic Vision White Common 1{w} Sorcery Choose target creature. At the beginning of its controller’s next end step, destroy it. 0
3 Cain, Sinful Atoner White Mythic 5{3}{w}{w} Legendary Artifact Creature – Human Anomaly 0 3 Indestructible, defender\n Gravity (Spells and abilities your opponents control must target this creature if able.)\n Whenever Cain takes damage, draw a card. 0
4 Chain of Command White Uncommon 1{w} Enchantment When this enchantment enters, authorize. (If your security clearance is less than 5, increase it. Otherwise, draw a card. If you have no security clearance, it starts at 1 instead.)\n Confidential — 3W: Create two 1/1 white Human Soldier creature tokens with first strike. Activate only if your security clearance is 3 or greater. 0
5 Containment Specialist White Uncommon 3{2}{w} Creature — Human Employee 3 1 First strike\n When Containment Specialist enters, look at target opponent’s hand. You may contain a nonland card from it. (To contain a card, exile it. For as long as that card remains exiled, its owner may play it by paying 2 in addition to its other costs.) 0
6 Cumulo Feline White Common 4{2}{w}{w} Enchantment Creature — Cat Anomaly 4 3 Flying, lifelink\n When you control no other creatures, sacrifice Cumulo Feline. 0
7 Dr. William Wettle White Common 1{w} Legendary Legendary Legendary Legendary Legendary Creature — Human Scientist 1 1 Gravity (Spells and abilities your opponents control must target this creature if able.) 0
8 Esoteric-Class Containment White Rare 5{3}{w}{w} Enchantment You have hexproof. (You can’t be the target of spells or abilities your opponents control.)\n Prevent all noncombat damage that would be dealt. 0
9 Ethics Committee Liaison White Common 1{w} Creature — Human Employee 1 1 When Ethics Committee Liaison enters, create a D-Class Personnel token. (It’s a 0/1 colorless Human Employee creature.) 0
10 Experiment Log White Common 2{1}{w} Sorcery Create three tapped D-Class Personnel tokens. (They’re 0/1 colorless Human Employee creatures.) 0
11 Explosives Technician White Common 2{1}{w} Creature — Human Soldier 1 1 1, sacrifice Explosives Technician: Destroy target artifact or enchantment.\n When Explosives Technician dies, create a 1/1 Human Soldier with first strike. 0
12 Last Hope White Common 4{3}{w} Creature — Human Soldier 3 2 When Last Hope enters, put a shield counter on up to two target creatures. (If it would be dealt damage or destroyed, remove a shield counter from it instead.) 0
13 Living Artwork White Uncommon 3{2}{w} Artifact Creature — Toy Anomaly 3 2 Lifelink\n Other artifacts you control have lifelink. 0
14 Many-Winged Angel White Common 4{3}{w} Creature — Angel Anomaly 3 3 Flying, vigilance 0
15 Mobile Task Force White Uncommon 4{3}{w} Creature — Human Soldier 3 2 Squad 2 (As an additional cost to cast this spell, you may pay 2 any number of times. When this creature enters, create that many tokens that are copies of it.)\n First strike\n Sacrifice Mobile Task Force: Contain target Anomaly. (To contain a card, exile it. For as long as that card remains exiled, its owner may play it by paying 2 in addition to its other costs.) 0
16 Old Man from Nowhere White Common 2{1}{w} Creature — Human Anomaly 1 2 Whenever another creature you control dies, you gain 1 life. 0
17 Old Monk White Common 2{1}{w} Creature — Human Monk Anomaly 0 4 Defender\n At the beginning of your upkeep, you gain 1 life. 0
18 Panacea White Uncommon 2{1}{w} Instant Choose one—\n • Target creature gains indestructible and hexproof until your next turn.\n • Choose target creature card in your graveyard that was put there from the battlefield this turn. Return it to the battlefield tapped. 0
19 Parasitic Hive Mind White Common 2{1}{w} Enchantment Creature tokens get +1/+1. 0
20 Pet Radio Mast White Common 2{1}{w} Creature — Cat Psychic Anomaly 1 2 When Pet Radio Mast enters, you may choose a kind of counter on a creature you control. Put a counter of that kind on another creature you control. 0
21 Playground of the Lost White Common 2{1}{w} Kindred Enchantment — Aura Anomaly Enchant creature\n Enchanted creature can’t attack or block, and its activated abilities can’t be activated. 0
22 Reclassify White Common 3{2}{w} Sorcery Reclassify costs 2 less to cast if it targets an Anomaly.\n Contain target creature or enchantment. (To contain a card, exile it. For as long as that card remains exiled, its owner may play it by paying 2 in addition to its other costs.) 0
23 Red Reality White Mythic 3{w}{w}{w} Kindred Enchantment — Saga Anomaly 0
24 Red Right Hand White Rare 4{2}{w}{w} Creature — Human Soldier 3 3 First strike, vigilance\n Each opponent can cast spells or activate abilities of artifacts, creatures, or enchantments only any time they could cast a sorcery. 0
25 Samsaran Elite White Uncommon 4{3}{w} Artifact Creature — Human Soldier 2 2 Flash\n When Samsaran Elite enters, contain target nonland permanent that entered this turn. If that permanent breached containment, draw a card. (A creature breaches containment when it enters if it entered from exile or it was cast from exile.) 0
26 Scranton Reality Anchor White Rare 2{1}{w} Artifact Anomalies your opponents control enter tapped.\n If a permanent would enter from exile, a graveyard, or a player’s library, contain it instead. (To contain a card, exile it. For as long as that card remains exiled, its owner may play it by paying 2 in addition to its other costs.) 0
27 Secure, Contain, Protect White Rare 5{2}{w}{w}{w} Enchantment — Saga 0
28 Security Officer White Common 1{w} Creature — Human Soldier 1 1 Vigilance\n 1, sacrifice Security Officer: Another target Human you control gains indestructible until end of turn. 0
29 Serviceable Butler White Uncommon 3{2}{w} Creature — Human Advisor 2 2 Flash\n When Serviceable Butler enters, choose one—\n • You gain 3 life.\n • Draw a card.\n • Put a shield counter on target creature. (If it would be dealt damage or destroyed, remove a shield counter from it instead.) 0
30 Site Director White Uncommon 2{1}{w} Creature — Human Executive 1 3 Whenever an opponent commits a crime, authorize. This ability only triggers once each turn. (If your security clearance is less than 5, increase it. Otherwise, draw a card. If you have no security clearance, it starts at 1 instead.) 0
31 Specimen Analyst White Uncommon 2{1}{w} Creature — Human Scientist 1 1 When Specimen Analyst enters, you may sacrifice a token.\n Whenever you sacrifice a creature, put a shield counter on another target Human you control. (If it would be dealt damage or destroyed, remove a shield counter from it instead.) 0
32 Strict Theorist White Uncommon 2{1}{w} Creature — Human Scientist 2 2 Flash\n Players can’t create tokens. 0
33 Tactical Response Unit White Common 1{w} Creature — Human Soldier 1 1 Squad 2 (As an additional cost to cast this spell, you may pay 2 any number of times. When this creature enters, create that many tokens that are copies of it.)\n First strike 0
34 Task Force Deployment White Common 5{4}{w} Sorcery Authorize (If your security clearance is less than 5, increase it. Otherwise, draw a card. If you have no security clearance, it starts at 1 instead.)\n Create four 1/1 white Human Soldier creature tokens with first strike. 0
35 The Gate Guardian White Rare 8{4}{w}{w}{w}{w} Legendary Legendary Legendary Creature — Angel Anomaly 8 8 Flying, vigilance\n Other permanents you control have hexproof.\n Whenever a creature blocks or becomes blocked by The Gate Guardian, exile it. 0
36 The Tickle Monster White Mythic 1{w} Legendary Legendary Legendary Creature — Anomaly 0 1 If a nontoken permanent would enter the battlefield and it wasn’t played from a player’s hand, exile it instead and its owner gains 1 life. 0
37 Unstable Black Hole White Rare 5{3}{w}{w} Sorcery Exile all creatures and artifacts. 0
38 White Dog White Common 2{1}{w} Creature — Dog Anomaly 1 1 Soulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.)\n As long as White Dog is paired with another non-Anomaly creature, that creature has indestructible. 0
39 Access Granted Blue Common 4{3}{u} Sorcery Confidential — Access Granted costs 2 less to cast if your security clearance is 3 or greater.\n Authorize (If your security clearance is less than 5, increase it. Otherwise, draw a card. If you have no security clearance, it starts at 1 instead.)\n Draw two cards. 0
40 Amnesticize Blue Uncommon 5{3}{u}{u} Instant Target player mills half their library, rounded down. 0
41 Amnestics Harvest Blue Common 2{1}{u} Sorcery Choose one —\n • Mill six cards, then you may put an artifact or sorcery card from among them into your hand.\n • Tap target creature and put two stun counters on it. 0
42 Anantashesha Blue Mythic 7{4}{u}{u}{u} Legendary Legendary Legendary Creature — Serpent Anomaly 6 6 When Anantashesha enters and at the beginning of your upkeep, tap up to one target creature. Put a stun counter on it.\n Stun counters can’t be removed from permanents your opponents control.\n 2, sacrifice a Human: Proliferate. 0
43 Class-A Amnestics Blue Uncommon 1{u} Instant Look at target player’s hand. You may choose a nonland card from it. That player shuffles that card into their library, then draws a card.\n Flashback 3U (You may cast this card from your graveyard for its flashback cost. Then exile it.) 0
44 Cloning Pods Blue Rare 4{3}{u} Instant Create a token that’s a copy of target creature you control except it’s an Anomaly in addition to its other types.\n Paradox — If you cast this spell from anywhere other than your hand, create two of those tokens instead. 0
45 Department of Unreality Blue Rare 4{2}{u}{u} Enchantment Whenever you authorize, you may exile target instant or sorcery card from your graveyard with mana value equal to or less than your security clearance. When you do, copy it. You may cast the copy without paying its mana cost. 0
46 Deus Ex Machina Blue Mythic 6{4}{u}{u} Kindred Sorcery — Anomaly Confidential — You may only cast Deus Ex Machina if your security clearance is 3 or greater.\n Each player shuffles all creatures and artifacts they control, their hand, and their graveyard into their library, then draws seven cards.\n End the turn. 0
47 Does the Black Moon Howl Blue Uncommon 3{2}{u} Instant Authorize (If your security clearance is less than 5, increase it. Otherwise, draw a card. If you have no security clearance, it starts at 1 instead.)\n Contain target spell.\n Confidential — If your security clearance is 3 or greater, until the end of your next turn, that spell’s controller can’t cast spells from exile. 0
48 Dr. Marion Wheeler Blue Uncommon 4{3}{u} Legendary Legendary Legendary Legendary Legendary Creature — Human Scientist 2 3 Paradox — Whenever you cast a spell from anywhere other than your hand, authorize. (If your security clearance is less than 5, increase it. Otherwise, draw a card. If you have no security clearance, it starts at 1 instead.) 0
49 Ethereal Whale Blue Common 6{4}{u}{u} Creature — Whale Anomaly 3 6 Flying\n When Ethereal Whale enters, exile up to one other target creature you control. Return it to the battlefield under its owner’s control at end of turn. 0
50 Euclid-Class Containment Blue Rare 3{1}{u}{u} Enchantment Humans you control are Clue artifacts in addition to their other types and have “2, sacrifice this artifact: Draw a card.” 0
51 Eye Pods Blue Common 3{2}{u} Creature — Eye Anomaly 1 1 Flying, vigilance\n When Eye Pods enters, if it’s not a token, create a token that’s a copy of it. 0
52 Harbinger Blue Common 6{5}{u} Kindred Artifact — Alien Vehicle Anomaly 5 5 Flying\n Confidential — When this Vehicle enters or dies, if your security clearance is 3 or greater, draw a card.\n Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.) 0
53 Infection Crystal Blue Common 3{2}{u} Instant Tap target creature and put a stun counter on it. Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.) 0
54 Iris Thompson, Shutterbug Blue Rare 3{2}{u} Legendary Legendary Legendary Creature — Human Psychic Anomaly 1 3 Ward—Reveal your hand\n Prowess\n T: Choose one—\n • Copy target instant or sorcery spell with mana value less than Iris Thompson’s power.\n • Create a token that’s a copy of target token with mana value less than Iris Thompson’s power. 0
55 Junior Researcher Blue Common 2{1}{u} Creature — Human Scientist 1 3 When Junior Researcher enters, authorize. (If your security clearance is less than 5, increase it. Otherwise, draw a card. If you have no security clearance, it starts at 1 instead.) 0
56 King of the Mountain Blue Uncommon 5{3}{u}{u} Legendary Legendary Legendary Creature — Scout Noble Anomaly 3 3 Vigilance\n 2, T: Tap target creature you don’t control and put a stun counter on it. Activate only as a sorcery.\n At the beginning of each player’s end step, shuffle each creature they control with one or more stun counters on it into its owner’s library. 0
57 Many-Tentacled Storyteller Blue Common 3{2}{u} Creature — Octopus Anomaly 1 5 Kicker 2U (You may pay an additional 2U as you cast this spell.)\n Defender\n When Many-Tentacled Storyteller enters, if it was kicked, draw two cards. 0
58 Mekhanite Fabricator Blue Common 2{1}{u} Artifact Creature — Human Artificer Cleric 1 3 Vigilance\n Artifact spells you cast cost 1 less to cast. 0
59 Memory Erasure Blue Common 1{u} Sorcery Return target tapped creature to its owner’s hand. If that creature had one or more counters on it, draw a card. 0
60 Moonlight Departure Blue Common 5{4}{u} Instant Target nonland permanent’s owner puts it on their choice of the top or bottom of their library.\n Keter 2U (If you discard this card, discard it into exile. You may cast it for 2U for as long as it remains exiled. Put it into your graveyard at the beginning of the next end step.) 0
61 Mosquito Spy Blue Common 1{u} Creature — Insect Anomaly 0 1 Flying\n Whenever Mosquito Spy attacks and isn’t blocked, look at defending player’s hand. 0
62 Nanobot Fleet Blue Common 1{u} Artifact Creature — Thopter Anomaly 1 1 Flash (You may cast this spell any time you could cast an instant.)\n Flying\n Ward 1 (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays 1.) 0
63 Nine-Tailed Fox Blue Common 5{4}{u} Creature — Human Soldier * 3 When Nine-Tailed Fox enters, authorize. (If your security clearance is less than 5, increase it. Otherwise, draw a card. If you have no security clearance, it starts at 1 instead.)\n Nine-Tailed Fox’s power is equal to your security clearance. 0
64 Observable Time Loop Blue Rare 3{1}{u}{u} Legendary Legendary Legendary Enchantment At the beginning of your first main phase, you get an additional upkeep step after this phase.\n 5UU, exile Observable Time Loop: Take an extra turn after this one. End the turn. Activate only during your upkeep. 0
65 Pataphysical Breakdown Blue Rare 3{x}{x}{u}{u}{u} Sorcery Exile the top seven cards of your library. You may choose up to X permanent cards from among them. For each permanent card chosen this way, create a token that’s a copy of it. 0
66 Recondicity Spike Blue Uncommon 2{1}{u} Instant Exile target nonland permanent, then its owner manifests it. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it’s a creature card.)\n Keter U (If you discard this card, discard it into exile. You may cast it for U for as long as it remains exiled. Put it into your graveyard at the beginning of the next end step.) 0
67 Red Ice Blue Common 4{2}{u}{u} Kindred Enchantment — Aura Anomaly Enchant creature, land or planeswalker\n Whenever enchanted permanent becomes tapped, put a stun counter on it.\n Enchanted permanent is a colorless snow land with “T: Add U” and loses all other card types and abilities. 0
68 Redact Blue Common 2{1}{u} Instant Authorize (If your security clearance is less than 5, increase it. Otherwise, draw a card. If you have no security clearance, it starts at 1 instead.)\n Counter target spell unless its controller pays X, where X is your security clearance. 0
69 Replicated Technician Blue Rare 2{1}{u} Creature — Human Artificer 1 1 Kicker 1U (You may pay an additional 1U as you cast this spell.)\n If Replicated Technician was kicked, you may have it enter as a copy of another non-Anomaly creature except it’s a 1/1 blue Human Artificer in addition to its other types and colors and it still has its activated abilities.\n T: Add U. Activate only during another player’s turn. 0
70 Security Card Blue Uncommon 3{2}{u} Artifact — Treasure When Security Card enters, authorize. (If your security clearance is less than 5, increase it. Otherwise, draw a card. If you have no security clearance, it starts at 1 instead.)\n T, sacrifice Security Card: Add an amount of mana of any one color equal to your security clearance. 0
71 Shadow of the Leviathan Blue Uncommon 2{1}{u} Kindred Enchantment — Anomaly Shadow of the Leviathan enters with four slumber counters on it.\n Whenever you cast an instant or sorcery spell, surveil 1, then remove a slumber counter from Shadow of the Leviathan. Then if there are no slumber counters on it, exile Shadow of the Leviathan, then return it to the battlefield transformed under its owner’s control. 0
72 Surveillance Feed Blue Common 7{5}{u}{u} Instant Draw three cards.\n Keter 3UU (If you discard this card, discard it into exile. You may cast it for 3UU for as long as it remains exiled. Put it into your graveyard at the beginning of the next end step.) 0
73 Traveler Rover Blue Common 2{1}{u} Artifact Creature — Robot Anomaly 1 1 Threshold — Whenever this creature deals combat damage to a player, draw a card. Then discard a card unless there are seven or more cards in your graveyard. 0
74 Tyrant's Pretext Blue Uncommon 5{3}{u}{u} Kindred Enchantment — Aura Anomaly Enchant creature\n When Tyrant’s Pretext enters, you become the monarch. (The monarch draws a card at the beginning of their end step. Whenever the monarch is dealt combat damage by a creature, its controller becomes the monarch.)\n The monarch controls enchanted creature. 0
75 Water Nymph Blue Uncommon 4{2}{u}{u} Creature — Elemental Psychic Anomaly 2 2 Flash\n When Water Nymph enters, exile target instant or sorcery card from your graveyard. It becomes plotted. (You may cast it as a sorcery on a later turn without paying its mana cost.) 0
76 Able's Coffin Black Uncommon 4{3}{b} Artifact Able’s Coffin enters tapped.\n B, T, sacrifice Able’s Coffin: Put target exiled creature card you could play this turn onto the battlefield under your control. Activate only as a sorcery.\n Escape—3B, pay 5 life, sacrifice three creatures. 0
77 Admonition Black Mythic 6{4}{b}{b} Sorcery Choose one or more —\n • Each player sacrifices all creatures they control.\n • Each player discards their hand.\n • Each player loses half their life, rounded up.\n • Exile all graveyards.\n Authorize (If your security clearance is less than 5, increase it. Otherwise, draw a card. If you have no security clearance, it starts at 1 instead.) 0
78 Aleph-Class Breach Black Common 5{4}{b} Sorcery Aleph-Class Breach costs 2 less to cast if it targets an Anomaly card.\n Return target creature card from your graveyard to the battlefield. Each opponent loses 2 life. 0
79 Amalgamate Black Uncommon 3{2}{b} Sorcery Destroy two target creatures controlled by the same player. That player creates an X/X black Ooze Horror creature token, where X is the total power of creatures destroyed this way. 0
80 Berryman-Langford Kill Agent Black Common 2{1}{b} Sorcery Authorize (If your security clearance is less than 5, increase it. Otherwise, draw a card. If you have no security clearance, it starts at 1 instead.)\n Destroy target creature if it’s a Human or its mana value is less than or equal to your security clearance. 0
81 Conspiracy of Ravens Black Common 5{4}{b} Creature — Bird Anomaly 0 0 Flying\n Conspiracy of Ravens enters with four +1/+1 counters.\n 1, remove a counter from Conspiracy of Ravens: Create a 1/1 black Bird creature token with flying. You lose 1 life. 0
82 Deal with the Devil Black Uncommon 2{1}{b} Instant Target player draws X cards and loses X life, where X is the number of creatures that left the battlefield under your control this turn. 0
83 Disinformation Bureau Black Common 2{b}{b} Sorcery As an additional cost to cast Disinformation Bureau, discard a card or pay 2.\n Authorize (If your security clearance is less than 5, increase it. Otherwise, draw a card. If you have no security clearance, it starts at 1 instead.)\n Look at target player’s hand, then they discard two cards. (Of their choice.) 0
84 Don't Stop Looking Black Common 1{b} Enchantment — Aura Enchant creature\n When enchanted creature becomes tapped, its controller sacrifices it. 0
85 Experimental Procedure Black Uncommon 2{1}{b} Instant Until end of turn, target creature gains “When this creature dies, return it to the battlefield under its owner’s control with a lifelink counter on it. It’s an Anomaly in addition to all its other types.”\n Keter B (If you discard this card, discard it into exile. You may cast it for B for as long as it remains exiled. Put it into your graveyard at the beginning of the next end step.) 0
86 Eyes in the Dark Black Uncommon 2{b}{b} Creature — Shade Anomaly 1 1 Shadow (This creature can block or be blocked by only creatures with shadow.)\n Whenever Eyes in the Dark deals combat damage to a player, look at the top card of that player’s library. You may sacrifice Eyes in the Dark. If you do, exile that card face down. You may play that card for as long as it remains exiled, and mana of any type can be spent to cast it. 0
87 Foreboding Black Common 3{2}{b} Instant Return target creature card from your graveyard to the battlefield. Sacrifice it at the beginning of the next upkeep. 0
88 Forensic Analysis Black Common 1{b} Sorcery Mill three cards.\n Return target creature card from your graveyard to your hand. 0
89 Fungal Husk Black Common 2{1}{b} Creature — Human Fungus Anomaly 1 2 When Fungal Husk dies, each opponent discards a card.\n Keter B (If you discard this card, discard it into exile. You may cast it for B for as long as it remains exiled. Put it into your graveyard at the beginning of the next end step.) 0
90 Hard-to-Destroy Black Rare 3{1}{b}{b} Enchantment — Aura Enchant creature\n Whenever enchanted creature is dealt damage or becomes the target of a spell or ability, you may note the name of the source.\n When enchanted creature dies, return it to the battlefield under its owner’s control. It gains protection from names noted with cards named Hard-to-Destroy this game. 0
91 Heart of Darkness Black Uncommon 6{4}{b}{b} Legendary Legendary Legendary Creature — Horror Anomaly 3 3 Double-strike, deathtouch, \n indestructible, haste 0
92 Inhuman Executioner Black Common 1{b} Creature — Human Soldier 2 1 Squad 2 (As an additional cost to cast this spell, you may pay 2 any number of times. When this creature enters, create that many tokens that are copies of it.)\n Deathtouch\n Inhuman Executioner can’t block. 0
93 Keteru Yamiko Black Rare 4{2}{b}{b} Legendary Legendary Legendary Legendary Creature — Shade Ninja Anomaly 3 2 Shadow (This creature can block or be blocked by only creatures with shadow.)\n Ninjutsu BB (BB, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)\n Whenever Keteru Yamiko deals combat damage to a player, return target card from your graveyard to your hand. 0
94 Maybe-There Monster Black Common 4{3}{b} Creature — Nightmare Anomaly 3 3 Deathtouch, lifelink\n When Maybe-There Monster breaches containment, it deals 1 damage to any target. (A creature breaches containment when it enters if it entered from exile or it was cast from exile.)\n Keter 4B (If you discard this card, discard it into exile. You may cast it for 4B for as long as it remains exiled. Put it into your graveyard at the beginning of the next end step.) 0
95 Memory-Stealing Drug Black Rare 3{b}{b}{b} Enchantment Whenever an opponent discards a card, you may draw a card. 0
96 Multiversal Destroyer Black Common 3{1}{b}{b} Creature — Anomaly 8 8 When Multiversal Destroyer enters, if it didn’t breach containment, contain it. (A creature breaches containment when it enters if it entered from exile or it was cast from exile. To contain a card, exile it. For as long as that card remains exiled, its owner may play it by paying 2 in addition to its other costs.) 0
97 Neutralize Black Common 4{3}{b} Instant Neutralize costs 2 less to cast if it targets an Anomaly.\n Destroy target creature or artifact. 0
98 Obsessive Researcher Black Rare 2{1}{b} Creature — Human Scientist 2 2 At the beginning of your upkeep, contain the top card of your library. You lose 1 life. (To contain a card, exile it. For as long as that card remains exiled, its owner may play it by paying 2 in addition to its other costs.) 0
99 Personnel Management Black Uncommon 3{2}{b} Enchantment Confidential — When Personnel Management enters, and whenever you authorize, if your security clearance is 3 or greater, create a D-Class Personnel token. (It’s a 0/1 colorless Human Employee creature.)\n Whenever a creature you control dies, each opponent loses 1 life. 0
100 Recruitment Program Black Uncommon 2{1}{b} Enchantment At the beginning of your first main phase, you lose 1 life and create a D-Class Personnel token. (It’s a 0/1 colorless Human Employee creature.) 0
101 Self-Termination Black Common 2{1}{b} Instant 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.)\n Target creature deals damage equal to its power to itself. 0
102 Shy Guy Black Uncommon 5{2}{b}{b}{b} Creature — Coward Anomaly 5 5 Ward—Lose the game (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player loses the game.)\n Deathtouch, menace 0
103 Sickness Bearer Black Common 1{b} Creature — Human Psychic Anomaly 1 3 Sickness Bearer enters with two -1/-1 counters on it.\n 1B, T: Move any number of -1/-1 counters from Sickness Bearer onto another target creature. 0
104 Skull of Cruelty Black Uncommon 3{2}{b} Sorcery Return two target creature cards from your graveyard to the battlefield tapped, then sacrifice one and lose life equal to the other’s mana value. 0
105 Star Signals Black Rare 1{b} Sorcery As an additional cost to cast Star Signals, your life total becomes 5.\n Look at the top half of your library. Put one of those cards into your hand, then exile the rest face down. 0
106 Submerge in Acid Black Common 3{2}{b} Sorcery Put five -1/-1 counters on target creature, then proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.) 0
107 Telekill Alloy Black Common 2{1}{b} Artifact Deathtouch\n When Telekill Alloy leaves the battlefield, it deals 2 damage to any target. 0
108 The Absence Black Rare 7{2}{b}{b}{b}{b}{b} Legendary Legendary Legendary Enchantment Creature — Incarnation Anomaly 5 5 Gravity (Spells and abilities your opponents control must target this creature if able.)\n If a creature an opponent controls would die, exile it instead. Put a number of +1/+1 counters on The Absence equal to its power.\n The Absence has annihilator X, where X is the number of +1/+1 counters on it. (Whenever this creature attacks, defending player sacrifices X permanents.) 0
109 The Old Man Black Uncommon 2{1}{b} Legendary Legendary Legendary Creature — Elder Anomaly 2 1 The Old Man can’t be blocked.\n Toxic 1 (Players dealt combat damage by this creature also get a poison counter.) 0
110 The Plague Doctor Black Mythic 4{1}{b}{b}{b} Legendary Legendary Legendary Creature — Doctor Anomaly 1 4 First strike, deathtouch\n B, T: Put target creature card from your graveyard on top of your library, then manifest dread. (Look at the top two cards of your library, then put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it’s a creature card.) 0
111 Universal Carcinogen Black Common 1{b} Creature — Human Anomaly 0 2 Whenever another creature you control dies, each opponent loses 1 life and you gain 1 life. This ability triggers only once each turn. 0
112 Voracious Cockatrice Black Common 2{1}{b} Creature — Cockatrice Anomaly 1 1 Deathtouch\n Keter 0 (If you discard this card, discard it into exile. You may cast it for 0 for as long as it remains exiled. Put it into your graveyard at the beginning of the next end step.) 0
113 Why Black Rare 5{3}{b}{b} Sorcery Each player sacrifices each creature they control, then puts each contained creature card they own onto the battlefield. 0
114 Able, Unforgiving Revenant Red Mythic 3{1}{r}{r} Legendary Legendary Legendary Creature — Human Berserker Anomaly 3 3 Haste\n Able has double strike as long as he’s equipped.\n When Able breaches containment, create an Equipment artifact token named Cursed Blade with “Equipped creature gets +1/+1” and equip 1, then attach all Equipments named Cursed Blade to him. (A creature breaches containment when it enters if it entered from exile or it was cast from exile.)\n If Able would die, contain him instead. (To contain a card, exile it. For as long as that card remains exiled, its owner may play it by paying 2 in addition to its other costs.) 0
115 Ball of Sharp Red Common 2{1}{r} Sorcery Until end of turn, target artifact becomes a 3/3 red creature in addition to its other types and gains haste.\n Keter R (If you discard this card, discard it into exile. You may cast it for R for as long as it remains exiled. Put it into your graveyard at the beginning of the next end step.) 0
116 Beckoning Blade Red Common 1{r} Kindred Artifact — Equipment Anomaly Equipped creature has haste and attacks each turn if able.\n Whenever Beckoning Blade becomes attached to a creature or equipped creature dies, Beckoning Blade deals 1 damage to that creature’s controller.\n Equip 1\n Shackle 3 (3: Attach to target creature you don’t control. Shackle only as a sorcery.) 0
117 Blasphemous Consumption Red Common 2{1}{r} Sorcery As an additional cost to cast Blasphemous Consumption, discard a card or pay 2.\n Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. 0
118 Burning Man Red Uncommon 3{2}{r} Creature — Elemental Anomaly 3 2 Whenever Burning Man attacks, add an amount of R equal to its power. Until end of combat, you don’t lose this mana as steps and phases end. 0
119 Cascading Containment Failure Red Rare 6{3}{r}{r}{r} Enchantment Anomaly cards in your graveyard have escape. Their escape cost is equal to their mana cost plus sacrifice two Humans.\n Anomaly spells you cast from your hand or graveyard have cascade. 0
120 Chaos Insurgent Red Common 2{1}{r} Creature — Human Rebel 2 2 Haste\n Chaos Insurgent has first strike as long as it’s attacking. 0
121 Collision Course Red Common 5{4}{r} Instant As an additional cost to cast Collision Course, sacrifice an artifact.\n Collision Course deals 3 damage to each of up to two targets. If you sacrificed a Vehicle, it deals 5 damage instead. 0
122 Conflagration Red Common 3{2}{r} Enchantment — Aura Enchant creature\n Enchanted creature has “R: This creature gets +1/-1.”\n When enchanted creature dies, it deals damage equal to its power to each player. 0
123 Dolomitian Scorchmaw Red Rare 5{3}{r}{r} Creature — Dragon Anomaly 5 5 Flying\n Anomaly cards in your hand have miracle. Their miracle cost is 2R. (You may cast a card for its miracle cost when you draw it if it’s the first card you drew this turn.) 0
124 Doomsday Scenario Red Rare 4{2}{r}{r} Enchantment Whenever a creature you control breaches containment, it deals damage equal to its power to any target. (A permanent breaches containment when it enters if it entered from exile or it was cast from exile.) 0
125 Ectoentropic Effluence Red Common 2{1}{r} Instant Target creature gets +1/+0 until end of turn for each Anomaly you control.\n Draw a card. 0
126 Eternal Flame Red Uncommon 7{6}{r} Sorcery Eternal Flame costs 1 less to cast for each permanent you’ve sacrificed this turn.\n Eternal Flame deals 6 damage to any target. The damage can’t be prevented. If a creature is dealt damage this way, it loses indestructible until end of turn. If that creature would die this turn, exile it instead. 0
127 Factory Overseer Red Common 3{2}{r} Artifact Creature — Golem Anomaly 1 3 Haste\n Whenever another creature you control attacks, Factory Overseer deals 1 damage to it, then that creature gets +1/+0 until end of turn. 0
128 Fire-Breathing Bear Red Common 2{1}{r} Creature — Bear Anomaly 2 2 R: Fire-Breathing Bear gets +1/+0 until end of turn. 0
129 Gates of Heaven Red Uncommon 4{2}{r}{r} Enchantment Spells you cast from exile have improvise. (Your artifacts can help cast those spells. Each artifact you tap after you’re done activating mana abilities pays for 1.) 0
130 Global Retrocausality Torus Red Uncommon 5{3}{r}{r} Sorcery Untap all modified creatures you control. After this main phase, there is an additional combat phase followed by an additional main phase. (Equipment, Auras you control, and counters are modifications.) 0
131 Gravitational Pull Red Common 1{x}{r} Instant As an additional cost to cast Gravitational Pull, sacrifice a creature.\n Gravitational Pull deals X damage to target creature. 0
132 Inside Job Red Uncommon 3{2}{r} Sorcery Escalate—Discard a card or sacrifice an artifact (Pay this cost for each mode chosen beyond the first.)\n Choose one or more —\n • Put target exiled permanent card you could play this turn onto the battlefield under your control.\n • Create two 1/1 red Anomaly creature tokens with haste.\n Keter 2R (If you discard this card, discard it into exile. You may cast it for 2R for as long as it remains exiled. Put it into your graveyard at the beginning of the next end step.) 0
133 LAUGH IS FUN Red Uncommon 1{r} Sorcery As an additional cost to cast LAUGH IS FUN, discard a card or pay 5 life.\n Exile the top two cards of your library. Until end of turn, you may play those cards. 0
134 Little Dog Red Uncommon 1{r} Creature — Elemental Dog Anomaly 1 1 Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)\n When Little Dog dies, it deals damage equal to its power to each opponent. 0
135 Paper Dragon Red Common 2{1}{r} Artifact Creature — Dragon Anomaly 1 1 Flying\n Whenever you discard one or more cards, Paper Dragon gets +2/+0 until end of turn. 0
136 Pattern Screamer Red Uncommon 2{1}{r} Enchantment Creature — Fractal Anomaly 0 3 Gravity (Spells and abilities your opponents control must target this creature if able.)\n Whenever Pattern Screamer becomes the target of a spell or ability, it deals 1 damage to each opponent. 0
137 Plucky Anartist Red Common 2{1}{r} Creature — Human Psychic Rebel 1 1 Riot (This creature enters with your choice of a +1/+1 counter or haste.)\n T: Add R. This mana can’t be spent to cast non-Anomaly spells. 0
138 Procedure 110-Montauk Red Uncommon 4{3}{r} Enchantment — Aura Curse Saga 0
139 Shaving Mirror Red Uncommon 1{r} Instant You may behold an Anomaly rather than pay Shaving Mirror’s mana cost. (To behold an Anomaly rather than pay Shaving Mirror’s mana cost, choose an Anomaly rather than pay Shaving Mirror’s mana cost you control or reveal an Anomaly rather than pay Shaving Mirror’s mana cost card from your hand.)\n Shaving Mirror deals 1 damage to target creature and 1 damage to target player. 0
140 Sons of the Nation Red Common 3{2}{r} Sorcery As an additional cost to cast Sons of the Nation, discard a card or tap two untapped creatures you control.\n Draw two cards. Create a Munitions token. (It’s an artifact with “When this artifact leaves the battlefield it deals 2 damage to any target.”) 0
141 Stellar Vulpine Red Common 4{3}{r} Creature — Elemental Fox Anomaly 2 2 Flying, haste\n Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.) 0
142 Storied Minotaur Red Common 3{2}{r} Creature — Minotaur Anomaly 2 3 Trample\n As long as you control a historic permanent, Storied Minotaur gets +1/+0 and has haste. (Artifacts, legendaries, and Sagas are historic.) 0
143 Termination Attempt Red Rare 1{r} Enchantment — Saga 0
144 The Doorman Red Common 2{1}{r} Creature — Horror Anomaly 2 2 Haste\n Warp R (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.) 0
145 The Flesh that Hates Red Rare 4{2}{r}{r} Creature — Horror Anomaly 3 1 The Flesh that Hates and other Anomalies have haste and attack each combat if able.\n Whenever The Flesh that Hates deals combat damage, create a token that’s a copy of it. 0
146 The Suneater Red Mythic 6{4}{r}{r} Legendary Legendary Legendary Creature — Wurm Anomaly 5 5 Haste\n Lands you control have “T, sacrifice this land: Add RR.”\n Whenever you sacrifice a land, put a +1/+1 counter on The Suneater. Then if it’s the third time this ability has resolved this turn, create a tapped token that’s a copy of it except it has base power and toughness 1/1 and it’s not legendary.\n RRR, remove three counters from The Suneater: The Suneater deals 3 damage to target creature. 0
147 Unleash Chaos Red Common 5{4}{r} Instant Cascade, cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.) 0
148 Vaporize Red Common 1{r} Instant As an additional cost to cast Vaporize, pay 5 life or discard a card.\n Vaporize deals 3 damage to any target. If a permanent dealt damage this way would be destroyed this turn, exile it instead. 0
149 Variable Coaster Red Rare 8{6}{r}{r} Sorcery Affinity for Anomalies (This spell costs 1 less to cast for each Anomaly you control.)\n Each player discards their hand, then draws seven cards. 0
150 Voyage of the Tachyon Express Red Mythic 5{2}{r}{r}{r} Enchantment — Saga 0
151 Acroamatic Abatement Green Uncommon 2{1}{g} Instant Choose one —\n • Exile target player’s graveyard.\n • Prevent all combat damage that would be dealt this turn. 0
152 Anomalous Harmonics Green Uncommon 5{3}{g}{g} Enchantment Each creature gets +1/+1 for each other creature that shares a name with it. 0
153 Baron of the Blackwood Green Common 1{g} Artifact Creature — Construct Anomaly 1 1 Deathtouch\n When Baron of the Blackwood dies, reveal cards from the top of your library until you reveal a basic land card. Put it into your hand and the rest on the bottom of your library in a random order. 0
154 Big Charlie Green Common 5{4}{g} Legendary Legendary Legendary Creature — Ox Anomaly 3 6 At the beginning of your upkeep, create a Food token. (It’s an artifact with “2, T, Sacrifice this token: You gain 3 life.”) 0
155 Biological Motherboard Green Uncommon 1{g} Kindred Artifact — Anomaly T: Add G.\n T: Put a +1/+1 counter on Biological Motherboard.\n Whenever a creature enters the battlefield, you may move a +1/+1 counter from Biological Motherboard onto it. 0
156 Blood Spruce Green Common 2{1}{g} Kindred Enchantment — Aura Anomaly Enchant creature\n When enchanted creature dies, create a Forest token. (It’s a colorless basic Forest land with “T: Add G.”) 0
157 Bugsy, Fear Incarnate Green Rare 5{2}{g}{g}{g} Legendary Legendary Legendary Creature — Bear Horror Anomaly 4 4 When Bugsy breaches containment, put a +1/+1 counter on each creature you control. (A creature breaches containment when it enters if it entered from exile or it was cast from exile.)\n Whenever a modified creature you control dies, proliferate. (Equipment, Auras you control, and counters are modifications. To proliferate, choose any number of permanents and/or players, then give each another counter of each kind already there.) 0
158 Chef's Knife Green Uncommon 2{1}{g} Sorcery Choose up to three target creatures you don’t control. Target modified creature you control fights the chosen creatures. (Equipment, Auras you control, and counters are modifications.) 0
159 Child of Evolution Green Rare 2{1}{g} Creature — Human Psychic Anomaly 1 1 Whenever you create one or more tokens, draw a card. This ability triggers only once each turn. 0
160 Child of the Night Green Rare 1{g} Creature — Ape Anomaly 1 1 1, T: Untap another target permanent. 0
161 Chocolate Swarm Green Uncommon 3{2}{g} Kindred Artifact — Food Anomaly When Chocolate Swarm enters, create two 1/1 green Insect creature tokens.\n T: Add G. Create a 1/1 green Insect creature token.\n 2, T, sacrifice Chocolate Swarm: Create a 1/1 green Insect creature token. You gain 1 life for each Insect you control. 0
162 Consume Green Common 3{2}{g} Instant Paradox — Consume costs 1 less to cast if you cast it from anywhere other than your hand.\n Choose one—\n • Target creature you control fights target creature you don’t control.\n • Exile target card from a graveyard. You gain life equal to its mana cost. 0
163 Deer from Saturn Green Uncommon 2{1}{g} Creature — Elk Psychic Anomaly 2 2 Vigilance, deathtouch\n T, sacrifice a land or Human: Add two mana of any one color. 0
164 Desire Camera Green Common 7{5}{g}{g} Kindred Enchantment — Aura Anomaly Enchant creature\n Enchanted creature has base power and toughness 8/8. 0
165 Everything Tree Green Rare 8{6}{g}{g} Enchantment When Everything Tree enters, for each token you control, create a token that’s a copy of it.\n Tokens you control have “T: Add one mana of any color.” 0
166 Exclusionary Zone Green Common 1{g} Sorcery Search your library for a land card, contain it, then shuffle. (To contain a card, exile it. For as long as that card remains exiled, its owner may play it by paying 2 in addition to its other costs.) 0
167 Faster than Sight Green Uncommon 1{g} Instant Paradox — If you cast Faster than Sight from anywhere other than your hand, it has split second. (As long as this spell is on the stack, players can’t cast spells or activate abilities that aren’t mana abilities.)\n Choose one—\n • The next creature spell you cast this turn can be cast as though it had flash. \n • Target creature can’t be blocked by creatures with power 2 or less this turn. 0
168 Field Agent Green Common 2{1}{g} Creature — Human Scout 1 2 When Field Agent enters, it explores. (Reveal the top card of your library. Put that card into your hand if it’s a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.) 0
169 Gelatinous Outcast Green Common 3{2}{g} Creature — Ooze Psychic Anomaly 2 2 At the beginning of your upkeep, put a +1/+1 counter on Gelatinous Outcast. 0
170 Hume-Level Fluctuation Green Uncommon 5{4}{g} Sorcery Paradox — Hume-Level Fluctuation costs 2 less to cast if you cast it from anywhere other than your hand.\n Search your library for up to two basic land cards and put them onto the battlefield tapped. 0
171 Hungry Sands Green Uncommon 1{g} Enchantment — Aura Enchant land\n Enchanted land is a 1/1 green Insect Anomaly creature with vigilance and deathtouch in addition to its other types, and it has “At the beginning of combat on your turn, add one mana of any color. Until end of combat, you don’t lose this mana as steps and phases end.” 0
172 IKEA Employee Green Common 3{2}{g} Artifact Creature — Employee Anomaly 2 2 When IKEA Employee dies, if it’s not your turn, you may discard a land card. If you do, return IKEA Employee to your hand. 0
173 Kaijumancer Green Common 1{g} Creature — Human Druid 1 1 Creature spells with power 4 or greater you cast cost 1 less to cast. 0
174 Meri Clef, Teenage Gaea Green Mythic 3{1}{g}{g} Legendary Legendary Legendary Creature — Human Elk Anomaly 1 * Artifacts are colorless Forest lands. (They lose all other card types and abilities.)\n Meri Clef’s toughness is equal to the number of lands you control. 0
175 Moon-Devouring Wolf Green Common 2{1}{g} Creature — Wolf Demigod Anomaly 1 1 Trample\n Whenever one or more permanents you control breach containment, put a +1/+1 counter on Moon-Devouring Wolf. (A creature breaches containment when it enters if it entered from exile or it was cast from exile.) 0
176 Not-Centipedes Green Common 5{4}{g} Creature — Insect Anomaly 3 3 When Not-Centipedes enters, if it’s not a token, create a token that’s a copy of it. 0
177 Parallel Dimension Green Rare 3{1}{g}{g} Enchantment Whenever one or more permanents you control breach containment, create a token that’s a copy of one of them except it’s an Anomaly in addition to its other types if it’s a creature. (A permanent breaches containment when it enters if it entered from exile or it was cast from exile.) 0
178 Predatory Stalker Green Common 4{3}{g} Creature — Alien Beast Anomaly 3 4 Reach, vigilance\n When Predatory Stalker enters, put a +1/+1 counter or a shield counter on another target creature. That creature gains reach and vigilance until the beginning of the next end step. (If it would be dealt damage or destroyed, remove a shield counter from it instead.) 0
179 Seed of Destruction Green Uncommon 5{3}{g}{g} Legendary Legendary Legendary Creature — Plant Anomaly 3 3 Landfall — Whenever a land you control enters, create a 3/3 green Plant Anomaly creature token. 0
180 The Forest Guardian Green Mythic 4{3}{g} Legendary Legendary Legendary Creature — Cat Beast Anomaly 2 2 Whenever The Forest Guardian or another creature you control breaches containment, it gains haste and trample until end of turn. (A creature breaches containment when it enters if it entered from exile or it was cast from exile.)\n Whenever a creature with haste you control deals combat damage to a player, draw a card.\n Keter 3G (If you discard this card, discard it into exile. You may cast it for 3G for as long as it remains exiled. Put it into your graveyard at the beginning of the next end step.) 0
181 The Redwolves Green Mythic 5{3}{g}{g} Legendary Legendary Legendary Creature — Beast Anomaly 4 3 Vigilance, trample\n The Redwolves can’t be blocked by more than one creature.\n Whenever The Redwolves attack, you may have target creature defending player controls untap and block them if able. If you don’t, put a +1/+1 counter on each Anomaly you control. 0
182 Thought Messenger Green Common 1{g} Instant As an additional cost to cast Thought Messenger, behold a creature with power 4 or greater. (To behold a creature with power 4 or greater, choose a creature with power 4 or greater you control or reveal a creature with power 4 or greater card from your hand.)\n Target creature you control gains hexproof and indestructible until end of turn. Draw a card. 0
183 Titania's Protection Green Common 1{g} Kindred Enchantment — Aura Anomaly Enchant creature\n Umbra armor (If enchanted permanent would be destroyed, instead remove all damage from it and destroy this Aura.) 0
184 Traveler's Deck Green Uncommon 4{3}{g} Sorcery Reveal cards from the top of your library until you reveal a land card and a nonland card. Put a land card revealed this way onto the battlefield tapped, a nonland card revealed this way into your hand, and the rest on the bottom of your library in a random order.\n Flashback 5G (You may cast this card from your graveyard for its flashback cost. Then exile it.) 0
185 Unclean One Green Common 4{3}{g} Creature — Horror Anomaly 4 3 Trample, reach\n If a source would deal damage to Unclean One, prevent 1 of that damage. 0
186 Very Tall Thing Green Common 8{5}{g}{g}{g} Creature — Dinosaur Anomaly 8 8 Trample, reach, hexproof 0
187 Wandering Librarian Green Common 1{g} Creature — Alien Wizard 1 1 When Wandering Librarian enters, mill three cards.\n When Wandering Librarian dies, return target land or Anomaly card from your graveyard to your hand. 0
188 Sauelsuesor, Cosmic Harbinger Multicolour Uncommon 5{3}{w}{u} Legendary Legendary Legendary Creature — Spirit Scout Anomaly 3 3 Flying, vigilance, indestructible\n Spells you cast that target a permanent or spell cost 2 less to cast. 0
189 The Anafabula Multicolour Rare 10{4}{u}{u}{u}{b}{b}{b} Legendary Legendary Legendary Enchantment Creature — God Anomaly 8 8 Impending 8—UB (If you cast this spell for its impending cost, it enters with eight time counters and isn’t a creature until the last is removed. At the beginning of your end step, remove a time counter from it.)\n Each player’s maximum hand size is equal to the number of time counters on The Anafabula.\n Whenever you discard one or more cards, each opponent loses that much life. 0
190 ●●_●●●●●_●●_● Multicolour Uncommon 4{2}{u}{b} Legendary Legendary Creature — Anomaly 2 4 Gravity (Spells and abilities your opponents control must target this creature if able.)\n Whenever ●●|●●●●●|●●|● enters or becomes the target of a spell or ability, target player reveals their hand. You choose a nonland card from it. That player discards that card. 0
191 Grand Karcist Ion Multicolour Rare 5{1}{b}{b}{r}{r} Legendary Legendary Creature — Human Horror Cleric 4 4 Creatures you control have undying. (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner’s control with a +1/+1 counter on it.)\n Whenever a creature you control enters, it deals an amount of damage to each opponent equal to the number of counters on it. 0
192 MalO, ver1.0.0 Multicolour Uncommon 2{b}{r} Legendary Legendary Kindred Enchantment — Aura Anomaly Enchant creature\n Enchanted creature can’t block.\n When this enchantment enters and at the beginning of your upkeep, put a -1/-1 counter on enchanted creature.\n Disturb 2BR (You may cast this card from your graveyard transformed for its disturb cost.) 0
193 Dr. Alto Clef Multicolour Uncommon 3{1}{r}{g} Legendary Legendary Legendary Creature — Scientist Anomaly 3 3 Whenever a player exiles one or more cards, Dr. Alto Clef deals 1 damage to any target.\n Spells you cast from exile cost 2 less to cast. 0
194 Dr. Udo Okorie, Thaumaturge Multicolour Rare 5{3}{r}{g} Legendary Legendary Creature — Human Sorcerer Anomaly 4 3 Haste\n Whenever you attack, exile the top card of your library. Until end of turn, you may play that card.\n T: Put target exiled permanent card you could play this turn onto the battlefield under your control. It gains haste until end of turn. 0
195 Wallace, the Seal Multicolour Uncommon 4{2}{g}{w} Legendary Legendary Legendary Creature — Walrus Psychic Anomaly 2 5 Flying, vigilance\n Each player can’t cast more than one noncreature spell each turn.\n Sacrifice Wallace: Creatures you control gain hexproof and indestructible until end of turn. 0
196 Ambassador of Alagadda Multicolour Rare 7{3}{w}{w}{b}{b} Legendary Legendary Legendary Creature — Horror Advisor Anomaly 4 4 Lifelink\n When Ambassador of Alagadda enters, each other creature deals damage equal to its power to itself.\n Keter 2WB (If you discard this card, discard it into exile. You may cast it for 2WB for as long as it remains exiled. Put it into your graveyard at the beginning of the next end step.) 0
197 Prof. K. P. Crow Multicolour Uncommon 3{1}{w}{b} Legendary Legendary Legendary Creature — Dog Scientist 2 2 1, sacrifice another artifact or creature: Contain target card in your graveyard. Activate only as a sorcery. (To contain a card, exile it. For as long as that card remains exiled, its owner may play it by paying 2 in addition to its other costs.) 0
198 Major Alexei Belitrov Multicolour Uncommon 4{2}{b}{g} Legendary Legendary Legendary Artifact Creature — Human Insect Anomaly 4 4 Trample\n Whenever Major Alexei Belitrov deals combat damage to a player, put a +1/+1 counter on him.\n If damage would be dealt to Major Alexei Belitrov while he has one or more +1/+1 counters on him, tap him and remove a +1/+1 counter from him instead. 0
199 When Day Breaks Multicolour Rare 6{4}{b}{g} Kindred Enchantment — Saga Anomaly 0
200 Dr. Place H. McD., PhD. Multicolour Uncommon 5{3}{g}{u} Legendary Legendary Legendary Creature — Scientist 2 2 Paradox — Whenever you cast a spell from anywhere other than your hand, create a token that’s a copy of target nonlegendary creature you control, except it has base power and toughness 1/1. 0
201 Lord Blackwood, Naturalist Multicolour Rare 2{g}{u} Legendary Legendary Creature — Slug Scientist Anomaly 1 2 Whenever another creature you control enters, if it has one or more creature types that other creatures you control don’t share, Lord Blackwood explores. (Reveal the top card of your library. Put that card into your hand if it’s a land. Otherwise, put a +1/+1 counter on that creature, then put the card back or put it into your graveyard.) 0
202 Dr. Wondertainment Multicolour Uncommon 2{u}{r} Legendary Legendary Legendary Creature — Artificer Anomaly 1 1 Haste\n Whenever Dr. Wondertainment deals combat damage to a player, until end of turn, artifact spells you cast have affinity for Anomalies. (This spell costs 1 less to cast for each Anomaly you control.) 0
203 Fred, Self-Inserting Multicolour Rare 2{u}{r} Legendary Legendary Legendary Planeswalker — Fred 2 +1: Until your next turn, I become a legendary 1/1 red Avatar Anomaly creature. (I’m not a planeswalker.)\n -X: Draw X cards, then discard a card. Put me on top of your library.\n -3: Choose another target nonland permanent. I gain all of its non-loyalty abilities. (For as long as I remain on the battlefield.) 0
204 Bobble the Clown Multicolour Rare 3{1}{r}{w} Legendary Legendary Creature — Clown Anomaly 2 2 If a creature with power 2 or less dying causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.\n Warp RW (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.) 0
205 The Engineer Multicolour Uncommon 2{r}{w} Legendary Legendary Legendary Creature — Human Artificer Rebel 2 2 Whenever you sacrifice a Human, create a Munitions token. (It’s an artifact with “When this artifact leaves the battlefield it deals 2 damage to any target.”) 0
206 The O5 Council Multicolour Mythic 4{1}{w}{u}{b} Legendary Creature — Executive 0 5 Whenever a permanent leaves the battlefield without dying, you gain 1 life. If you controlled that permanent, draw a card.\n At the beginning of your end step, if you’ve drawn three or more cards this turn, each opponent loses 3 life. 0
207 Loathsome Reptile Multicolour Mythic 6{3}{b}{r}{g} Legendary Creature — Lizard Anomaly 4 4 Riot (This creature enters with your choice of a +1/+1 counter or haste.)\n You may cast Loathsome Reptile from your graveyard or exile, and counters remain on it as it moves to any zone other than a player’s hand or library.\n Enrage — Whenever Loathsome Reptile is dealt damage, proliferate. Then you may choose one from among flying, first strike, double-strike, vigilance, menace, trample, deathtouch, lifelink, haste, reach, shadow, infect, or hexproof. If the source had that ability, put a counter of that kind on Loathsome Reptile. 0
208 Titania, Queen of the Fae Multicolour Mythic 6{3}{r}{g}{w} Legendary Legendary Legendary Enchantment Creature — Faerie God Saga 2 2 Spells you cast can’t be countered.\n T: Add an amount of mana of any one color equal to the amount of modifications among creatures you control. 0
209 The Serpent, Keeper of Tales Multicolour Mythic 10{7}{g}{w}{u} Legendary Creature — Serpent God 8 8 Flying, lifelink\n Ward—Discard your hand\n When you cast The Serpent, draw four cards.\n Once during each of your turns you may cast a spell from your hand without paying its mana cost.\n Whenever you cast a spell, if you paid a different amount of mana than its mana value, you gain life equal to the difference, then create a token that’s a copy of target permanent you control. 0
210 Cassandra Hybrid Common 5{2}{w/u} Artifact Creature — Construct Anomaly 2 3 Vigilance\n You may look at the top card of your library at any time. 0
211 Peer Review Hybrid Common 3{u/b} Instant 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.)\n Authorize (If your security clearance is less than 5, increase it. Otherwise, draw a card. If you have no security clearance, it starts at 1 instead.) 0
212 Reality Bending Hybrid Common 5{2}{b/r} Sorcery As an additional cost to cast Reality Bending, discard a card or pay 2.\n Exile target permanent card from a graveyard, then return it to the battlefield under your control. 0
213 Witch-Hounds Hybrid Common 4{1}{r/g} Creature — Horror Dog Anomaly 2 1 Trample\n Whenever an Anomaly you control breaches containment, it gets +1/+0 and gains haste until end of turn. (A creature breaches containment when it enters if it entered from exile or it was cast from exile.) 0
214 Decomission Hybrid Common 4{1}{g/w} Instant Destroy target artifact or enchantment. 0
215 Absolute Exclusion Harness Artifact Rare 3{3} Kindred Artifact — Equipment Anomaly Equipped creature gets +3/+3, is legendary, and has protection from everything. This effect doesn’t remove this Equipment.\n Whenever equipped creature attacks, draw a card.\n Equip 7 0
216 Cereal Box Artifact Common 2{2} Kindred Artifact — Anomaly 2: Goad target creature. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.) 0
217 Complete Multitool Artifact Uncommon 1{1} Kindred Artifact — Equipment Anomaly Put a -1/-1 counter on equipped creature: Choose one from among flying, first strike, vigilance, trample, deathtouch, lifelink, hexproof, and haste. Until your next turn, equipped creature gains the chosen ability. Activate only once each turn and only as a sorcery.\n Equip 0 0
218 I Am a Toaster Artifact Rare 3{3} Kindred Artifact — Anomaly Whenever a toaster counter is put on me, I become an artifact in addition to all my other types. If there’s two or more toaster counters on me, I gain deathtouch. If there’s three or more toaster counters on me, create a Food token and I deal 3 damage to myself.\n 1, T: Put a toaster counter on target creature. For as long as it has a toaster counter on it, it gains all my abilities. 0
219 Jaded Ring Artifact Common 1{1} Kindred Artifact — Equipment Anomaly Equipped creature has hexproof.\n Whenever equipped creature becomes tapped, put two stun counters on it.\n Equip 2 0
220 M1 Abrams Artifact Common 4{4} Artifact — Vehicle 6 6 Trample, reach\n Whenever M1 Abrams attacks, it deals 3 damage to any target.\n Crew 4 (Tap any number of creatures you control with total power 4 or more: This Vehicle becomes an artifact creature until end of turn.) 0
221 Malfunctioning Destroyer Artifact Mythic 8{8} Kindred Artifact — Spacecraft Anomaly 0
222 Old AI Artifact Uncommon 1{1} Kindred Artifact — Anomaly 0
223 Pan-Dimensional Vending Machine Artifact Common 1{1} Kindred Artifact — Anomaly 1, T: Create a Food token. It’s an Anomaly kindred in addition to its other types. 0
224 Possessive Mask Artifact Rare 7{7} Kindred Artifact — Equipment Anomaly When Possessive Mask enters, attach it to target creature you don’t control.\n You control equipped creature.\n Shackle 5 (5: Attach to target creature you don’t control. Shackle only as a sorcery.) 0
225 Predatory Street Art Artifact Uncommon 4{4} Artifact Creature — Bear Bird Anomaly 6 6 Predatory Street Art is not a creature during your turn. 0
226 Sacrosanct Prison Artifact Mythic 2{2} Legendary Artifact At the beginning of your upkeep you may discard a card. If you do, draw a card and Sacrosanct Prison deals 1 damage to each opponent.\n Threshold — 3RWB, exile X cards from your graveyard: Exile Sacrosanct Prison, then return it to the battlefield transformed. It enters with X +1/+1 counters on it. Activate only if there are seven or more cards in your graveyard. 0
227 Soul Extractor Artifact Uncommon 1{1} Kindred Artifact — Anomaly T, sacrifice a creature: Surveil 1. (Look at the top card of your library. You may put it into your graveyard.) 0
228 The Clockworks Artifact Rare 4{4} Legendary Kindred Artifact — Anomaly Rough — 7, T: Destroy another target artifact or creature.\n Coarse — 2, T: Put two -1/-1 counters on target creature.\n 1:1 — T: Tap or untap another target artifact or creature.\n Fine — 2, T: Put two +1/+1 counters on target creature.\n Very Fine — 7, T: Shuffle another target artifact or creature you control into its owner’s library, then reveal cards from the top of your library until you reveal a card that shares a type with it. Put that card onto the battlefield under your control, and the rest at the bottom of your library in a random order. 0
229 The REISNO Cannon Artifact Rare 4{4} Legendary Kindred Artifact — Anomaly You can’t lose the game and your opponents can’t win the game.\n 8, T, exile The REISNO Cannon: Exile target creature or Anomaly you control. When you do, your life total becomes equal to your starting life total, then return all nonland permanents to their owner’s hands. Put all cards exiled with this artifact not named The REISNO Cannon onto the battlefield under your control. End the turn. Activate only as a sorcery. 0
230 The Sculpture Artifact Uncommon 3{3} Artifact Creature — Sculpture Anomaly 5 5 Flash\n Trample, first strike\n The Sculpture enters tapped and doesn’t untap during your untap step.\n Sacrifice a Human: Untap The Sculpture. 0
231 Warrior Bracelets Artifact Common 3{3} Kindred Artifact — Equipment Anomaly Equipped creature gets +3/-3 and has first strike and reach.\n Equip 1 0
232 Abandoned Facility Land Uncommon 0 Land Abandoned Facility enters tapped.\n When Abandoned Facility breaches containment, add CCC. (A permanent breaches containment when it enters if it entered from exile or it was cast from exile.)\n T: Add C. 0
233 Alagadda, Dreamed City Land Rare 0 Land T: Add one mana of any color. Transform Alagadda, Dreamed City. 0
234 Amnestics Lab Land Uncommon 0 Land Amnestics Lab enters tapped.\n When Amnestics Lab enters, surveil 1.\n T: Add U.\n Exhaust — T, put a card from your hand on top of your library: Add CC. (Activate each exhaust ability only once.) 0
235 Audapaupadopolis, the First City Land Uncommon 0 Land Audapaupadopolis, the First City enters tapped unless it’s your first turn of the game.\n T: Add C.\n T, pay 1 life: Add one mana of any color. 0
236 Endless Stairwell Land Rare 0 Kindred Land — Anomaly Endless Stairwell enters tapped.\n When Endless Stairwell enters, create a D-Class Personnel token. (It’s a 0/1 colorless Human Employee creature.)\n T: Add C.\n 4, T, sacrifice a Human: Surveil 1, then each opponent loses life equal to the amount of cards in your graveyard unless they discard a card or sacrifice a creature. 0
237 Genetics Lab Land Uncommon 0 Land Genetics Lab enters tapped.\n When Genetics Lab enters, surveil 1.\n T: Add G.\n Exhaust — T, sacrifice another land: Add CC. (Activate each exhaust ability only once.) 0
238 O, Death Land Rare 0 Legendary Kindred Land — Cave Anomaly When O, Death enters, exile target card from a graveyard.\n T: Add C or one mana of any color from among the exiled card’s colors.\n 9, T, sacrifice O, Death: Each player sacrifices each creature they control. 0
239 Pataphysics Lab Land Uncommon 0 Land Pataphysics Lab enters tapped.\n When Pataphysics Lab enters, surveil 1.\n T: Add W.\n Exhaust — T, return a nontoken creature you control to its owner’s hand: Add CC. (Activate each exhaust ability only once.) 0
240 Red Pool Land Uncommon 0 Kindred Land — Anomaly Red Pool enters tapped.\n T: Add C.\n 2, T: Add C. When that mana is spent to cast an Anomaly spell, it gains cascade. (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.) 0
241 Site-17 Deepwell Land Rare 0 Legendary Land Whenever a legendary permanent breaches containment, untap Site-17 Deepwell. (A permanent breaches containment when it enters if it entered from exile or it was cast from exile.)\n T: Add C.\n 7C, T: Contain another target legendary permanent. (To contain a card, exile it. For as long as that card remains exiled, its owner may play it by paying 2 in addition to its other costs.) 0
242 Static Tower Land Common 0 Land T: Reveal the top seven cards of your library. Put a land card from among them onto the battlefield tapped and the rest on the bottom of your library in a random order. If you put a land onto the battlefield this way, sacrifice Static Tower. 0
243 Synchronicity Lab Land Uncommon 0 Land Synchronicity Lab enters tapped.\n When Synchronicity Lab enters, surveil 1.\n T: Add B.\n Exhaust — T, exile three cards from your graveyard: Add CC. (Activate each exhaust ability only once.) 0
244 Thaumaturgy Lab Land Uncommon 0 Land Thaumaturgy Lab enters tapped.\n When Thaumaturgy Lab enters, surveil 1.\n T: Add R.\n Exhaust — T, Thaumaturgy Lab deals 5 damage to you: Add CC. (Activate each exhaust ability only once.) 0
Universes Beyond: SCP Foundation: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity