Set:
Conspiracy: Take the Crown
Type:
Creature — Harpy
Rarity:
Common
Cost:
{2}{B}
FlyingWhen Blood-Toll Harpy enters the battlefield, each player loses 1 life.
When harpies demand a t...
Set:
Conspiracy: Take the Crown
Type:
Instant
Rarity:
Common
Cost:
{W}
Target creature you control gains protection from the color of your choice until end of turn. (It can't be blocke...
Set:
Conspiracy: Take the Crown
Type:
Conspiracy
Rarity:
Mythic
(Start the game with this conspiracy face up in the command zone.)Your starting deck can't have basic land cards and your ...
Set:
Conspiracy: Take the Crown
Type:
Creature — Elemental
Rarity:
Common
Cost:
{5}{G}
Council's dilemma — When Orchard Elemental enters the battlefield, starting with you, each player...
Set:
Conspiracy: Take the Crown
Type:
Sorcery
Rarity:
Rare
Cost:
{3}{W}{W}
Put all creatures on the bottom of their owners' libraries.
"I'd rather hear the screams of battle than the q...
Set:
Conspiracy: Take the Crown
Type:
Enchantment
Rarity:
Uncommon
Cost:
{2}{W}
Creatures can't attack you unless their controller pays {2} for each creature they control that's attack...
Set:
Conspiracy: Take the Crown
Type:
Creature — Human Advisor
Rarity:
Common
Cost:
{2}{B}
At the beginning of your end step, if you're the monarch, each opponent loses 1 life and you ...
Set:
Conspiracy: Take the Crown
Type:
Creature — Crab
Rarity:
Common
Cost:
{2}{U}
{6}{U}: Monstrosity 4. (If this creature isn't monstrous, put four +1/+1 counters on it and it becomes...
Set:
Conspiracy: Take the Crown
Type:
Land
Rarity:
Uncommon
{T}: Add {C}.{4}: Dread Statuary becomes a 4/2 Golem artifact creature until end of turn. It's still a land.
The last reliable...
Set:
Conspiracy: Take the Crown
Type:
Land
Rarity:
Uncommon
{T}: Add {C}.{4}, {T}: Target creature can't be blocked this turn.
Rumors quickly spread among thieves about a labyrinth witho...
Set:
Conspiracy: Take the Crown
Type:
Sorcery
Rarity:
Uncommon
Cost:
{1}{R}{R}
Until end of turn, gain control of target creature and it gains haste. Untap and goad that creature. (Unt...
Set:
Conspiracy: Take the Crown
Type:
Sorcery
Rarity:
Uncommon
Cost:
{2}{G}{G}{G}
Creatures you control get +3/+3 and gain trample until end of turn.
Nature doesn't walk.
Set:
Conspiracy: Take the Crown
Type:
Creature — Goblin Warrior
Rarity:
Common
Cost:
{R}
{R}: Goblin Balloon Brigade gains flying until end of turn.
"The enemy is getting too close! Qu...
Set:
Conspiracy: Take the Crown
Type:
Creature — Wall
Rarity:
Common
Cost:
{4}{U}
DefenderWhen Mnemonic Wall enters the battlefield, you may return target instant or sorcery card from ...
Set:
Conspiracy: Take the Crown
Type:
Sorcery
Rarity:
Common
Cost:
{G}
Search your library for a basic land card, reveal it, put it into your hand, then shuffle.
Victory favors neither...
Set:
Conspiracy: Take the Crown
Type:
Creature — Ooze
Rarity:
Uncommon
Cost:
{2}{G}
Whenever you cast a spell, Manaplasm gets +X/+X until end of turn, where X is that spell's mana valu...
Set:
Conspiracy: Take the Crown
Type:
Creature — Merfolk Wizard
Rarity:
Common
Cost:
{U}
{1}{U}, {T}: Target creature gains flying until end of turn.
"Some merfolk choose to rest their...
Set:
Conspiracy: Take the Crown
Type:
Instant
Rarity:
Common
Cost:
{1}{U}
Counter target noncreature spell.
"You cannot be an Ojutai monk. They prize wisdom and skill, and you have nei...
Near Mint condition cards show minimal or no wear from play or handling and will have an unmarked surface, crisp corners, and otherwise pristine edges outside of minimal handling. Near Mint condition cards appear 'fresh out of the pack,' with edges and surfaces virtually free from all flaws. '
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Lightly Played (LP)'
Lightly Played condition cards can have slight border or corner wear, or possibly minor scratches. No major defects are present, and there are less than 4 total flaws on the card. Lightly Played condition foils may have slight fading or indications of wear on the card face. '
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Moderately Played (MP)'
Moderately Played condition cards have moderate wear, or flaws apparent to the naked eye. Moderately Played condition cards can show moderate border wear, mild corner wear, water damage, scratches , creases or fading, light dirt buildup, or any combination of these defects. '
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Heavily Played (HP)'
Heavily Played condition cards exhibit signs of heavy wear. Heavily Played condition cards may include cards that have significant creasing, folding, severe water damage, heavy whitening, heavy border wear, and /or tearing. '
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Damaged (D)'
Damaged condition cards show obvious tears, bends, or creases that could make the card illegal for tournament play, even when sleeved. Damaged condition cards have massive border wear, possible writing or major inking (ex. white-bordered cards with black-markered front borders), massive corner wear, prevalent scratching, folds, creases or tears. '