Flood the Engine

Enchant creature or Vehicle
When this Aura enters, tap enchanted permanent.
Enchanted permanent loses all abilities and doesn’t untap during its controller’s untap step.

Clockwork Percussionist

Haste
When Clockwork Percussionist dies, exile the top card of your library. You may play it until the end of your next turn.

Clockwork Percussionist

Haste
When Clockwork Percussionist dies, exile the top card of your library. You may play it until the end of your next turn.

Recruiter of the Guard

When Recruiter of the Guard enters, you may search your library for a creature card with toughness 2 or less, reveal it, put it into your hand, then shuffle.

Recruiter of the Guard

When Recruiter of the Guard enters, you may search your library for a creature card with toughness 2 or less, reveal it, put it into your hand, then shuffle.

Cayth, Famed Mechanist

Fabricate 1 (When this creature enters, put a +1/+1 counter on it or create a 1/1 colorless Servo artifact creature token.)
Other nontoken creatures you control have fabricate 1.
, : Choose one —
• Populate.
• Proliferate.

Cayth, Famed Mechanist

Fabricate 1 (When this creature enters, put a +1/+1 counter on it or create a 1/1 colorless Servo artifact creature token.)
Other nontoken creatures you control have fabricate 1.
, : Choose one —
• Populate.
• Proliferate.

Cayth, Famed Mechanist

Fabricate 1 (When this creature enters, put a +1/+1 counter on it or create a 1/1 colorless Servo artifact creature token.)
Other nontoken creatures you control have fabricate 1.
, : Choose one —
• Populate.
• Proliferate.

Gold Rush

Create a Treasure token. Until end of turn, up to one target creature gets +2/+2 for each Treasure you control.

Shock

Shock deals 2 damage to any target.

Dúnedain Rangers

Landfall — Whenever a land you control enters, if you don’t control a Ring-bearer, the Ring tempts you.

The Toymaker’s Trap

At the beginning of your upkeep, secretly choose a number between 1 and 5 that hasn’t been chosen. If you do, an opponent guesses which number you chose, then you reveal the number you chose. If they guessed wrong, they lose life equal to the number they guessed and you draw a card. If they guessed right, sacrifice The Toymaker’s Trap.

Ashad, the Lone Cyberman

The first nonlegendary artifact spell you cast each turn has casualty 2. (As you cast it, you may sacrifice a creature with power 2 or greater. When you do, copy it. A copy of an artifact spell becomes a token.)
Whenever you sacrifice another creature, put a +1/+1 counter on Ashad, the Lone Cyberman.

The Toymaker’s Trap

At the beginning of your upkeep, secretly choose a number between 1 and 5 that hasn’t been chosen. If you do, an opponent guesses which number you chose, then you reveal the number you chose. If they guessed wrong, they lose life equal to the number they guessed and you draw a card. If they guessed right, sacrifice The Toymaker’s Trap.

Ashad, the Lone Cyberman

The first nonlegendary artifact spell you cast each turn has casualty 2. (As you cast it, you may sacrifice a creature with power 2 or greater. When you do, copy it. A copy of an artifact spell becomes a token.)
Whenever you sacrifice another creature, put a +1/+1 counter on Ashad, the Lone Cyberman.

Ashad, the Lone Cyberman

The first nonlegendary artifact spell you cast each turn has casualty 2. (As you cast it, you may sacrifice a creature with power 2 or greater. When you do, copy it. A copy of an artifact spell becomes a token.)
Whenever you sacrifice another creature, put a +1/+1 counter on Ashad, the Lone Cyberman.

The Toymaker’s Trap

At the beginning of your upkeep, secretly choose a number between 1 and 5 that hasn’t been chosen. If you do, an opponent guesses which number you chose, then you reveal the number you chose. If they guessed wrong, they lose life equal to the number they guessed and you draw a card. If they guessed right, sacrifice The Toymaker’s Trap.

The Toymaker’s Trap

At the beginning of your upkeep, secretly choose a number between 1 and 5 that hasn’t been chosen. If you do, an opponent guesses which number you chose, then you reveal the number you chose. If they guessed wrong, they lose life equal to the number they guessed and you draw a card. If they guessed right, sacrifice The Toymaker’s Trap.

Ashad, the Lone Cyberman

The first nonlegendary artifact spell you cast each turn has casualty 2. (As you cast it, you may sacrifice a creature with power 2 or greater. When you do, copy it. A copy of an artifact spell becomes a token.)
Whenever you sacrifice another creature, put a +1/+1 counter on Ashad, the Lone Cyberman.

Dúnedain Rangers

Landfall — Whenever a land you control enters, if you don’t control a Ring-bearer, the Ring tempts you.

Sarkhan, Soul Aflame

Dragon spells you cast cost less to cast.
Whenever a Dragon you control enters, you may have Sarkhan, Soul Aflame become a copy of it until end of turn, except its name is Sarkhan, Soul Aflame and it’s legendary in addition to its other types.

Sarkhan, Soul Aflame

Dragon spells you cast cost less to cast.
Whenever a Dragon you control enters, you may have Sarkhan, Soul Aflame become a copy of it until end of turn, except its name is Sarkhan, Soul Aflame and it’s legendary in addition to its other types.