Flash
All creatures have shroud. (They can’t be the targets of spells or abilities.)
At the beginning of your upkeep, sacrifice Smoke Bomb. When you do, target creature you control can’t be blocked this turn.
Keyword: Flash
Hidden Blade
Flash
When Hidden Blade enters, attach it to target creature you control. If that creature is an Assassin, it gains deathtouch until end of turn.
Equipped creature gets +1/+0 and has first strike.
Equip
Hidden Blade
Flash
When Hidden Blade enters, attach it to target creature you control. If that creature is an Assassin, it gains deathtouch until end of turn.
Equipped creature gets +1/+0 and has first strike.
Equip
Hidden Blade
Flash
When Hidden Blade enters, attach it to target creature you control. If that creature is an Assassin, it gains deathtouch until end of turn.
Equipped creature gets +1/+0 and has first strike.
Equip
Smoke Bomb
Flash
All creatures have shroud. (They can’t be the targets of spells or abilities.)
At the beginning of your upkeep, sacrifice Smoke Bomb. When you do, target creature you control can’t be blocked this turn.
Hired Blade
Flash (You may cast this spell any time you could cast an instant.)
Hidden Footblade
Flash
When Hidden Footblade enters, attach it to target creature you control. That creature gains first strike until end of turn.
Equipped creature gets +1/+0 and has haste.
Equip (
: Attach to target creature you control. Equip only as a sorcery.)
Solitude
Flash
Lifelink
When Solitude enters, exile up to one other target creature. That creature’s controller gains life equal to its power.
Evoke—Exile a white card from your hand.
Munitions Expert
Flash
When Munitions Expert enters, you may have it deal damage to target creature or planeswalker equal to the number of Goblins you control.
Endurance
Flash
Reach
When Endurance enters, up to one target player puts all the cards from their graveyard on the bottom of their library in a random order.
Evoke—Exile a green card from your hand.
Subtlety
Flash
Flying
When Subtlety enters, choose up to one target creature spell or planeswalker spell. Its owner puts it on their choice of the top or bottom of their library.
Evoke—Exile a blue card from your hand.
Dress Down
Flash
When Dress Down enters, draw a card.
Creatures lose all abilities.
At the beginning of the end step, sacrifice Dress Down.
The Crimson Avenger
Flash
When The Crimson Avenger enters the battlefield, choose target spell an opponent controls. Reveal cards from the top of your library until you reveal a card that shares a mana value with it. Cast that card without paying its mana cost. Then shuffle your library.
Stunt Double
Flash
You may have Stunt Double enter as a copy of any creature on the battlefield.
Scuttling Sentinel
Flash
Vigilance
When Scuttling Sentinel enters, put a +1/+1 counter on another target creature you control. Until end of turn, that creature becomes a blue Crab in addition to its other types and gains hexproof. (It can’t be the target of spells or abilities your opponents control.)
Portal Manipulator
Flash
When Portal Manipulator enters during the declare attackers step, choose target player and any number of target attacking creatures their opponents control. Those creatures are now attacking that player.
Whisper Agent
Flash
When Whisper Agent enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Masked Blackguard
Flash (You may cast this spell any time you could cast an instant.)
: Masked Blackguard gets +1/+1 until end of turn.
Fungal Fortitude
Flash
Enchant creature
Enchanted creature gets +2/+0.
When enchanted creature dies, return it to the battlefield tapped under its owner’s control.
Malamet Scythe
Flash
When Malamet Scythe enters, attach it to target creature you control.
Equipped creature gets +2/+2.
Equip (
: Attach to target creature you control. Equip only as a sorcery.)
Singer of Swift Rivers
Flash
When Singer of Swift Rivers enters, put a shield counter on another target creature you control. (If it would be dealt damage or destroyed, remove a shield counter from it instead.)
You may cast Merfolk spells as though they had flash.
Eaten by Piranhas
Flash (You may cast this spell any time you could cast an instant.)
Enchant creature
Enchanted creature loses all abilities and is a black Skeleton creature with base power and toughness 1/1. (It loses all other colors, card types, and creature types.)
Malcolm, Alluring Scoundrel
Flash
Flying
Whenever Malcolm, Alluring Scoundrel deals combat damage to a player, put a chorus counter on it. Draw a card, then discard a card. If there are four or more chorus counters on Malcolm, you may cast the discarded card without paying its mana cost.
Mischievous Pup
Flash (You may cast this spell any time you could cast an instant.)
When this creature enters, return up to one other target permanent you control to its owner’s hand.