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DÛke
Guest
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Transcendent Union (U)
Sorcery
Each player takes the top 3 cards of his or her library and sets them aside face up.
For the remainder of the game, those cards may be played by any player.
THIS CARD IS VOID: too eccentric.
Chronicles Rippler (2UUU)
Sorcery
Return all permanents that came into play last turn and this turn to owner’s hand. All instants, other sorceries, and abilities played last turn and this turn are treated as if they never occurred. The same applies for non-activated abilities, effects, and all damage occurring from combat.
Psychic Bug (U)
Sorcery
Look at your opponent’s hand and choose a non-land card there.
For the remainder of the game, that card and all copies of it cost an additional 2 to play.
Reflection (3U)
Sorcery
Draw a card. Draw a card at end of your turn, at the beginning of your next upkeep step, and at the end of your next turn.
Nihilism (UU)
Sorcery
Return target permanent to its owner’s hand.
For the remainder of the game, the first permanent that comes into play after Nihilism had been played is returned to its owner’s hand.
Paranoia (3UU)
Instant
Counter target spell.
For the remainder of the game, the first spell cast after Paranoia had been played is countered.
Transitory Glitch (U)
Instant
Target spell doesn’t resolve.
For the remainder of the game, the spell’s caster may pay 4 to have that spell resolve.
Effects of Fantasy (2U)
Sorcery
Look at your opponents hand and choose a non-land card there.
For the remainder of the game, whenever a copy of that card is played, you may search your library for a card and put into your hand.
Essence Tap (1U)
Instant
Put an artifact, creature, land, or enchantment card from your hand into play, then return it to your hand.
Eternal Recurrence (1UUU)
Instant
Counter target instant or sorcery spell and remove it from the game.
For the remainder of the game, at the beginning of its casters upkeep, if all appropriate targets and conditions are in play, the effect of that spell takes place. (X in that spell is 0.)
Will to Power (2UU)
Enchantment
Creatures you don’t control gain +3/+3.
At the beginning of your upkeep, sacrifice Will to Power and gain control of all creatures.
Fantasma (1U)
Enchantment
Whenever an artifact, creature, or a land card comes into play, Fantasma loses this ability and becomes a copy of the card that came into play.(This effect doesn't end at the end of the turn.)
Transcendent Union (U)
Sorcery
Each player takes the top 3 cards of his or her library and sets them aside face up.
For the remainder of the game, those cards may be played by any player.
THIS CARD IS VOID: too eccentric.
Chronicles Rippler (2UUU)
Sorcery
Return all permanents that came into play last turn and this turn to owner’s hand. All instants, other sorceries, and abilities played last turn and this turn are treated as if they never occurred. The same applies for non-activated abilities, effects, and all damage occurring from combat.
Psychic Bug (U)
Sorcery
Look at your opponent’s hand and choose a non-land card there.
For the remainder of the game, that card and all copies of it cost an additional 2 to play.
Reflection (3U)
Sorcery
Draw a card. Draw a card at end of your turn, at the beginning of your next upkeep step, and at the end of your next turn.
Nihilism (UU)
Sorcery
Return target permanent to its owner’s hand.
For the remainder of the game, the first permanent that comes into play after Nihilism had been played is returned to its owner’s hand.
Paranoia (3UU)
Instant
Counter target spell.
For the remainder of the game, the first spell cast after Paranoia had been played is countered.
Transitory Glitch (U)
Instant
Target spell doesn’t resolve.
For the remainder of the game, the spell’s caster may pay 4 to have that spell resolve.
Effects of Fantasy (2U)
Sorcery
Look at your opponents hand and choose a non-land card there.
For the remainder of the game, whenever a copy of that card is played, you may search your library for a card and put into your hand.
Essence Tap (1U)
Instant
Put an artifact, creature, land, or enchantment card from your hand into play, then return it to your hand.
Eternal Recurrence (1UUU)
Instant
Counter target instant or sorcery spell and remove it from the game.
For the remainder of the game, at the beginning of its casters upkeep, if all appropriate targets and conditions are in play, the effect of that spell takes place. (X in that spell is 0.)
Will to Power (2UU)
Enchantment
Creatures you don’t control gain +3/+3.
At the beginning of your upkeep, sacrifice Will to Power and gain control of all creatures.
Fantasma (1U)
Enchantment
Whenever an artifact, creature, or a land card comes into play, Fantasma loses this ability and becomes a copy of the card that came into play.(This effect doesn't end at the end of the turn.)