[UNI] Uninvited - Party Planet of the Gods

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archemediesx
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Set Size - 307
Common - 108
Uncommon - 72
Rare - 62
Mythic - 16
Special Slot - 34
Land Slot - 10
Basic Land - 05

Set Status 2024.01.31 - [Set Completed]

Uninvited is a stand-alone Un-set that can be played in sealed or drafts with 15 card standard limited packs. The world of Uninvited takes place on Ambrose, which is the party center of the multiverse. On Ambrose every day is a party punctuated by the appearance of Ambrose's party gods. On Ambrose either you are partying your ass off, or making a living as an entertainer, service staff, or otherwise employed in keeping the natural order of things (such as the brotherhood of the Noverati bouncers, and the Partytown government).

Set size metrics were chosen for simplified ratio of pack randomization. Packs include a set based common dual land in the land slot and a special slot for entourage creatures. Basic lands are not included in the packs, but are used for the basic land kit. Mythics have aprx a 1:5 ratio of appearance. The cube is designed to support a base 48 packs for large group play. A print set of commons supports 12 packs and a print set of uncommons supports 24 packs. Packs are broken down as such:
9x Common
3x Uncommon
1x Rare/Mythic.
1x Land slot common dual
1x Special slot Entourage creature
= 15 card packs
Prerelease Primer
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1. The tournament will be held as 6 pack sealed decks with 4-player team-based multiplayer with Swiss rounds.
a. Starting at the top of the standings, each two pairings will create a 4-player table, with your opponent in the pairing remaining your opponent at the table.
b. If an odd number of players show up, the bye player will join the top-ranking table creating a 5 player star pattern game. (This will dilute the points at the top of the standings intentionally, rather than diluting the bottom of the standings giving struggling players a chance to catch up.)
c. The tournament will be 3-4 rounds based on attendance with a tie-breaker round for first place if need be. If a tie-breaker round is played, each player may play the round to hunt additional achievements.
2. Rounds will be 1 hour long, and a best-of-two game format. Scoring for games will be 3 points awarded for each win and an extra point awarded for winning both games. A drawn game will award both teams 1 point.
a. In the event of a 5-player match, the winning player or players will score 3 points each and any allies will score 1 point. (To win a 5-player match both of your opponents must be eliminated.)
b. Friendly Mulligans will be enforced. Reveal a 0,1,6, or 7 land hand to your opponents to receive a free mulligan. One free multiplayer mulligan is provided that does not have to be revealed. Beyond those mulligans the London Mulligan rule will be enforced.
3. The $10 entry fee will support store credit prizes for the top 1/2 of the standings. The First-place winner wins an Uninvited Playmat.
In addition, achievement hunters will receive a prize pack for each threshold they pass on their achievement card. To verify an achievement, have an opponent initial it on your achievement card.
The thresholds are as follows:
1 Achievement – 1 Prize pack
3 Achievements – 1 Prize Pack
6 Achievements – 2 Prize Pack
10 Achievements – 2 Prize Packs
15 Achievements – 3 Prize Packs
20 Achievements – 2 Collector Boosters
Top Achievement Hunter – Wins an Uninvited Playmat
Achievement Card
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Card File
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The Tokens of Uninvited
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White
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White – Common

003 –Angelic Giltterati 2W
Creature — Angel Socialite C
Flying
Invite — Whenever another creature enters the battlefield under your control, Angelic Giltterati gets +1/+0 until end of turn.
She has blessed five-thousand parties and counting.
2/2

004 – Big Baby 1W
Enchantment — Aura C
Enchant creature Enchanted creature loses all abilities and is a colorless Baby creature with base power and toughness 0/1. (It loses all other card types and creature types.)
Everybody is fun at a party until they get to the point they're crying and throwing up.

007 – Center of Attention W
Enchantment — Aura C
Enchant Creature
When Center of Attention enters the battlefield, light up the night.
As long as enchanted creature is your party alpha, it gets +1/+1 for each other euphoric creature you control and has lifelink.
I know, I am really amazing aren't I.

008 – Charming Enchantress 2W
Creature — Human Socialite C
Vigilance
When Charming Enchantress enters the battlefield, light up the night.
For some, Ambrose represents a place where everyone is poised to become your greatest fan.
2/1

010 – Coffee Break W
Instant C
Exile target creature, then return that card to the battlefield under its owner's control.
Create a Libation token. (It's an artifact with "2, T, Sacrifice this artifact: Put a +1/+1 counter on target creature. It becomes euphoric. Activate only as a sorcery.)
Every night out partying requires a recharge.

012 – Dwarven Consort 1W
Creature — Dwarf Citizen C
1, Sacrifice Dwarven Consort: Destroy target artifact or enchantment.
Dwarves are great company, at least until they drink too much and start swinging their hammer around.
3/1

013 – Effervescent Knight 2W
Creature — Human Knight C
Effervescent Knight has first strike as long as you control another euphoric creature.
The knights of Ambrose take a vow to ensure that all people of Ambrose drink responsibility.
3/2

015 – Festival Guardian 3W
Creature — Human Bouncer C
Flying
When Festival Guardian enters the battlefield, create a 1/1 white and black Bouncer creature token.
Ambrose's clubs employ flying security to enforce the cover charge.
3/2

016 – Fun Police W
Creature — Human Soldier C
2W, T: Tap target creature. This ability costs 2 less to activate if it targets a euphoric creature.
Life on Ambrose is a struggle between those who want to have a good time, and those who want to deny it.
1/1

020 – Groovitas Toe-Tapper 1W
Creature — Human Bard C
In the Groove — Groovitas Toe-Tapper gets +2/+2 as long as you control three or more euphoric creatures and/or Libations.
The best parties keep a tight rhythm that never stops moving.
2/2

022 – Housewarming 1W
Sorcery
Create two 1/1 colorless Guest creature tokens and a Libation token. (It's an artifact with "2, T, Sacrifice this artifact: Put a +1/+1 counter on target creature. It becomes euphoric. Activate only as a sorcery.)
It's a breach of social contract not to bring a housewarming gift to a party.

026 – Leonin Linguist 4W
Creature — Cat Bard C
Whenever Leonin Linguist attacks, tap target wordy creature an opponent controls. (A creature is wordy if it has four or more lines of rules text.)
This guy don't wanna win no battle, he's shook, 'cause ain't no such thing, as HALFWAY CROOKS.
4/4

027 – Mingle W
Instant C
Escalate 2 (Pay this cost for each mode chosen beyond the first.)
Choose one or more —
• Prevent all combat damage that would be dealt this turn.
• You gain 3 life.
• Draw a card.
Every night on Ambrose is a tale to discover.

028 – Noverati Judgement 2W
Instant C
Noverati Judgement deals 5 damage to target attacking or blocking creature. If you control a Bouncer, destroy that creature instead.
The Noverati will shut down any unruly party with a vengeance.

029 – Noverati Line Monitor 1W
Creature — Ox Bouncer C
Cover Charge — Whenever a creature you control becomes euphoric, you gain 2 life.
"Keep it orderly people. If you don't, I will."
1/3

033 – Peer Support 1W
Instant C
Target creature you control gains first strike and gets +X/+0 until end of turn, where X is equal to 1 plus the number of other euphoric creatures you control.
Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
A friend in need is a friend indeed.

034 – Rally at Dawn 2WW
Instant C
Creatures you control get +2/+1 until end of turn. Untap each euphoric creature you control.
Ain't no party like an Ambrose party.

035 – Swooping Wingman 1W
Creature — Angel Reveler C
Flash
Flying
When Swooping Wingman enters the battlefield, return target creature you or a teammate controls to its owner's hand. A great wingman always has your back.
2/1

040 – Tysaer Concierge 3W
Creature — Human Performer C
Journey — Whenever a creature is exiled from the battlefield, create a Libation token. This ability triggers only once each turn. (It's an artifact with "2, T, Sacrifice this artifact: Put a +1/+1 counter on target creature. It becomes euphoric. Activate only as a sorcery.)
Behold Ambrose's splendor, where every day is a party celebrated with the gods!
2/4

White – Uncommon

001 – Angel of Groovitas Vibrations 4W
Creature — Angel Bard U
Flying, vigilance
In the Groove — Whenever Angel of Groovitas Vibrations attacks, if you control three or more euphoric creatures and/or Libations, create a 1/1 white Clef creature token with flying tapped and attacking.
Her songs have the power to rock an entire city to the core.
3/3

005 – Blessing of the Angels 1W
Instant U
Creatures you control gain hexproof until end of turn. Light up the night. (They can't be the targets of spells or abilities your opponents control.)
The grace of the angels provides the fortitude to party all night with the gods of Ambrose.

017 – Glitterati Gathering 2W
Enchantment U
Invite — Whenever a creature enters the battlefield under your control, choose one that hasn't been chosen this turn —
• Scry 1.
• Tap target creature an opponent controls.
• Create a Libation token. (It's an artifact with "2, T, Sacrifice this artifact: Put a +1/+1 counter on target creature. It becomes euphoric. Activate only as a sorcery.)
When Ambrose's glitterati all descend upon the same party, it's a radiant sight to behold.

021 – House Guest 1W
Creature — Human Guest U
Outlast 1W (1W, T: Put a +1/+1 counter on this creature. Outlast only as a sorcery.)
Each creature you control with a +1/+1 counter on it has outlast 1W.
Trying to outlast your guests on Ambrose is a truly daunting task.
2/3

025 – Leonin Gliteratti 2W
Creature — Cat Socialite U
Lifelink
Invite — Whenever another creature enters the battlefield under your control, put a +1/+1 counter on Leonin Gliteratti.
Entourage 4W — An opponent controls more creatures than you. (You may cast this card from your entourage for its entourage cost. It costs 2 less to cast if its requirement is met.)
Ambrose's Leonin consider a night out partying to be 'perrfect'.
2/2

031 – Noverati Warden 2W
Creature — Human Bouncer U
When Noverati Warden enters the battlefield, exile target creature an opponent controls until Noverati Warden leaves the battlefield.
Cover Charge — Whenever a creature you control becomes euphoric, you may return Noverati Warden to your hand.
The Noverati send out the wardens at dawn to clear the streets and restart the frivolity.
1/3

032 – Party Revival 3WW
Sorcery U
This spell costs 2 less to cast if it targets a creature with mana value 3 or less.
Return target creature card from your graveyard to the battlefield. Put a +1/+1 counter on it. It becomes euphoric.
"For since partying came through a man, the resurrection of the party comes also through a man." — Bieber 15:21

037 – Three Sheets to the Wind 2W
Instant U
Destroy target permanent. Its controller creates a 3/3 Pink elephant creature token.
The room might be spinning about, but at the least the elephant is staying put.

038 – Toast Hoster 4W
Artifact Creature — Toaster U
When Toast Hoster enters the battlefield, light up the night.
Whenever Toast Hoaster attacks, other creatures you control get +1/+1 until end of turn.
Entourage 6W — You control two or more creatures. (You may cast this card from your entourage for its entourage cost. It costs 2 less to cast if its requirement is met.)
"A Round to my new friends!"
3/3

042 – Tysaer Promoter W
Creature — Human Performer U
Journey — Whenever a creature is exiled from the battlefield, Tysaer Promoter gets +1/+1 until end of turn.
Ambrose's promoters relentlessly seek out the best parties to post about each night.
2/1

043 – Undercover Noverati 3W
Creature — Human Bouncer U
Flash
When Undercover Noverati enters the battlefield, tap each euphoric creature opponents control and untap each Bouncer you control.
The Noverati enjoy drinking at parties almost as much as busting them down.
3/2

044 – Unilateral Armistice 1W
Instant U
Will of the council — Choose target attacking creature. Starting with you, each player votes for peace or war. If war gets more votes, exile that creature. If peace gets more votes or the vote is tied, prevent all combat damage that would be dealt this turn and you draw a card.
Raindrops keep falling on my head, but that doesn't mean my eyes will soon be turning red.

White – Rare & Mythic

002 – Angel of Social Graces 4WW
Creature — Angel Socialite R
Flying
Invite — Whenever another creature enters the battlefield under your control, put a +1/+1 counter on each creature you control.
Entourage 6WW — You control three or more creatures. (You may cast this card from your entourage for its entourage cost. It costs 2 less to cast if its requirement is met.)
3/5

006 – Cakeuppance 3W
Instant R
Until end of turn, if a source would deal damage to you, prevent that damage and create a Food token. (They're artifacts with "2, T, Sacrifice this artifact: You gain 3 life.")
"Nothing beats having your cake and eating it too."

009 – Check the Guest List XWW
Instant R
Choose one, then light up the night.
• Create X 1/1 colorless Guest creature tokens.
• Target player gains twice X life.
If you want in to a Noverati party, you need to get on the list first.

011 – Commanding Grace 1W
Legendary Enchantment M
At the beginning of each player's end step, if that player could attack you, and you weren't dealt combat damage, you get an experience counter.
1W: Until end of turn, Commanding Grace becomes a white Angel creature with flying, lifelink, vigilance and "This creature's power and toughness are each equal to the number experience counters you have."
Commanding Grace can be your commander.

014 – Elspeth, Inebriate Errant 2WW
Legendary Planeswalker – Elspeth M
+1: Create a 1/1 colorless Guest creature token and put a +1/+1 counter on it. It becomes euphoric. +1: Target creature you control gets +1/+1 for each euphoric creature you control and gains flying until end of turn. -8: You get an emblem with "Euphoric creatures you control get +2/+2 and have vigilance, and indestructible."
4.

018 – Glitterati Idealist W
Creature — Human Monk Socialite R
Invite — Whenever another creature enters the battlefield under your control, Glitterati Idealist gets +1/+1 and gains vigilance until end of turn.
1W, T: Another target creature you control gains protection from colorless or from the color of your choice until end of turn.
Partying requires your innermost focus.
1/2

019 – Grantus, Weaver of Glory 1W
Legendary Creature — Human Warrior Reveler R
First Strike
Whenever Grantus, Weaver of Glory deals combat damage to an opponent, create a Libation token. (It's an artifact with "2, T, Sacrifice this artifact: Put a +1/+1 counter on target creature. It becomes euphoric. Activate only as a sorcery.)
Entourage 3W — You dealt combat damage to an opponent this turn. (You may cast this card from your entourage for its entourage cost. It costs 2 less to cast if its requirement is met.)
2/2

023 – Imbalance 2W
Sorcery R
Ante 3 (Exile the top three cards of your library. If you lose this game, your opponents may play those cards in their decks against you.)
For each type of permanent on the battlefield, each player chooses a number of that permanent type they control equal to the number controlled by the player who controls the fewest, then sacrifices the rest. (Artifact, battle, creature, enchantment, land, planeswalker and tribal are permanent types.)

024 – Johnny, Radiant Glitterati 3WW
Legendary Creature — God Socialite M
Vigilance; ward 2 Other creatures you control get +1/+0 and have vigilance as long as a creature entered the battlefield under your control this turn.
3W: Create a 1/1 colorless Guest creature token.
Entourage 5WW — You've cast another creature from your entourage. (You may cast this card from your entourage for its entourage cost. It costs 2 less to cast if its requirement is met.)
Johnny's ego precedes him by a full hour.
4/5

030 – Noverati Tracker 2W
Creature — Human Bouncer Scout R
Double Strike
Cover Charge — Whenever a creature you control becomes euphoric, Noverati Tracker gains protection from euphoric creatures until end of turn. (This creature can't be blocked, targeted, dealt damage, enchanted, or equipped by euphoric creatures.)
"Where there's Noverati, trouble follows." —Ambrosan saying
2/2

036 – The Friend Zone 2W
Enchantment R
Whenever a creature enters the battlefield under an opponent's control, create a 1/1 colorless Guest creature token unless that player pays 1.
Once you end up in the friend zone, there is no escape.

039 – Trevel, Meowstro of Music 1W
Legendary Creature — Cat Bard R
Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counters on it and it becomes renowned.)
In the Groove — Whenever Trevel, Meowstro of Music attacks, if you control three or more euphoric creatures and/or Libations, each other attacking creature you control gains renown 1 until end of turn.
Trevel conducts entire cities to his whims.
2/2

041 – Tysaer Eco-Protester 3WW
Creature — Angel Performer R
Flying, lifelink
Journey — Whenever a creature is exiled from the battlefield, return target permanent card with mana value 3 or less from your graveyard to the battlefield. This ability triggers only once each turn.
"Reduce, reuse, recycle. It's not hard people."
4/3
Blue
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Blue – Common

045 – Bar Entry 1U
Instant C
Counter target creature spell. If it was a legendary spell, light up the night.
Only the most steadfast disciples of Partytown are allowed entry to party with the gods of Ambrose.

048 – Deep Discussion 3U
Instant C
Draw two cards. If you control a euphoric creature, scry 2, then draw two cards instead.
A meeting of the minds over a bottle of whiskey at midnight.

052 – Eidolic Beckoner 2U
Creature – Illusion Reveler C
Hexproof (This creature can't be the target of spells or abilities your opponents control.) When Eidolic Beckoner enters the battlefield, light up the night. When you party in the Fae district, don't be surprised if you wake the next morning coughing up pixie dust.
1/2

055 – Hosting Obligation 2U
Enchantment – Aura Curse C
Enchant player
Whenever one or more creatures deals combat damage to enchanted player, those creature's controller creates a Libation token. (It's an artifact with "2, T, Sacrifice this artifact: Put a +1/+1 counter on target creature. It becomes euphoric. Activate only as a sorcery.)

058 – Just Warming Up 1U
Instant C
Scry 2, then draw a card.
Create a Libation token. (It's an artifact with "2, T, Sacrifice this artifact: Put a +1/+1 counter on target creature. It becomes euphoric. Activate only as a sorcery.)
Getting into the ultimate party mindset requires discipline, focus, and a tasty beverage.

060 – Nightglow Bar-Fly 2U
Creature – Insect Wizard C
Flying
When Nightglow Bar-Fly enters the battlefield, if you control a Bar, draw a card.
After all of his experiments went terribly awry, Seth was suddenly craving some delicious sugar water.
2/2

063 – Old Haunts 1U
Enchantment C
Knock One Back — 2, Sacrifice a Libation: Put a drink counter on Old Haunts.
U, Remove all drink counters from Old Haunts and sacrifice it: Create X 1/1 blue Spirit creature token with flying where X is equal to 1 plus the number of drink counters removed this way. Put a +1/+1 counter on each of them. They become euphoric.

065 – Partytown Inspector 4UU
Creature – Giant Advisor C
Ward 3 (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays 3.)
Surprise Inspection — 3UU: Partytown Inspector can't be blocked this turn. Activate this ability only if an opponent controls three or more euphoric creatures and/or Libations.
5/5

066 – Partytown Planner U
Creature – Merfolk Advisor C
Stock Up — Whenever an artifact enters the battlefield under your control, scry 1. This ability triggers only once each turn.
The Gods of Ambrose won't touch a party that hasn't been coordinated by at least a hundred party planners.
1/1

069 – Run Interference 1U
Instant C
Choose one —
• Exile target creature, then return that card to the battlefield under its owner's control.
• Tap target creature. It doesn't untap during its controller's next untap step.
A good friend knows when to get you out of an awkward situation at a party.

070 – Show You The Door 1U
Instant C
Replicate 3U (When you cast this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.)
Return target nonland permanent to its owner's hand.
Pointing in the general vicinity of a door is considered a vulgar gesture on Ambrose.

071 – Sober Up 4U
Sorcery C
Put target creature on top of its owner's library, then scry X, where X is the number of +1/+1 counters on it. Draw a card. (Look at the top X cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)
Nothing stings the senses more than the first light of dawn.

074 – Soya-Street Phantasm 1U
Creature – Spirit Rogue C
Flying, vigilance
Brewhaha — Whenever Soya-Street Phantasm deals combat damage to a player, that player mills that many cards. if Soya-Street Phantasm is euphoric, each opponent mills that many cards instead.
Not being invited to a party in life becomes an invitation to crash it after death.
1/1

075 – Soya-Street Rival 3U
Creature – Merfolk Rogue Gamer C
Mad Skillz — When Soya-Street Rival enters the battlefield, you may initiate a minigame with an opponent. (Paper football, quarters, beer pong, etc are minigames.)
Whenever one or more opponents loses a game, put a +1/+1 counter on Soya-Street Rival. It becomes euphoric.
"Drinking games are like riding the waves, eventually you splash out."
3/3

079 – Surfside Escort 1U
Creature – Merfolk Pilot C
Protection from Libations Surfside Escort can't be blocked if a creature you control became euphoric this turn. Once you take a taxi ride on Ambrose, you'll need a few drinks just to stabilize your blood pressure.
2/1

080 – Tactical Countenance 1UU
Instant C
Counter target spell.
Mad Skillz — You may initiate a game of tic-tac-toe with that spell's controller. To play, a player marks a box whenever they cast a spell. The first player to complete a row wins. If you win, draw a card.
"This will only be the second futile thing you do today."

082 – Tysaer Prophet 1U
Creature – Human Performer C
1U, T: Draw a card, then discard a card.
Journey — Whenever a creature is exiled from the battlefield, untap Tysaer Prophet.
The future is like a good drink. Cloudy with uncertainty, but once you commit to enjoying it, there's no greater joy.
1/3.

083 – Tysaer Show-Stealer 4U
Creature – Human Performer C
Flash
Flying
When Tysaer Show-Stealer enters the battlefield, you may exile another target permanent then return that card to the battlefield under its owner's control.
If it clears the house, it's a great show.
3/3

088 – Wet Blanket U
Instant C
Target creature gets -4/-0 until end of turn. If that creature is euphoric, draw a card.
Nothing brings a party down like a boring guest.

Blue – Uncommon

050 – Drunken Recall 1U
Instant U
Target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. (You may cast that card from your graveyard for its flashback cost. Then exile it.)
Light up the night.
E = MC Hammered.

053 – Enchanting Glitterati 4U
Creature – Human Socialite U
Creatures can't attack you or planeswalkers you control unless their controller pays 2 for each of those creatures.
Entourage 6U — You've been attacked since your last turn. (You may cast this card from your entourage for its entourage cost. It costs 2 less to cast if its requirement is met.)
2/4

057 – Intervention 2UU
Sorcery U
Will of the council — Choose up to two target creatures an opponent controls. Starting with you, each player votes for improvement or interference. If improvement gets more votes, return those creatures to their owner's hand. If interference gets more votes or the vote is tied, tap each creature that player controls, they don't untap during that player's next untap step.

059 – Late to the Party 3UU
Sorcery U
Draw three cards, then discard a card and untap up to two Bars.
Create a Libation token. (It's an artifact with "2, T, Sacrifice this artifact: Put a +1/+1 counter on target creature. It becomes euphoric. Activate only as a sorcery.)
Beer today, gone tomorrow.

061 – Nightglow Cephalid 2U
Creature – Cephalid Wizard U
Knock One Back — 2, Sacrifice a Libation: Move a +1/+1 counter from target creature an opponent controls onto Nightglow Cephalid.
Cephalids love to hand you a beer with one tentacle, wrap another around your shoulder in camaraderie, and pick your pocket with the next.
2/3

064 – Partytown Bureaucrat 1U
Creature – Human Advisor U
Stock Up — Whenever an artifact enters the battlefield under your control, target creature an opponent controls gets -2/-0 until end of turn.
You don't party in partytown without a permit. Filled in triplicate. Returned no later than ten business days before the requested date.
2/1
068 – Raise the Bar 2U
Enchantment
When Raise the Bar enters the battlefield, create two Libation tokens. (They are artifacts with "2, T, Sacrifice this artifact: Put a +1/+1 counter on target creature. It becomes euphoric. Activate only as a sorcery.) Whenever you sacrifice a Libation, you may draw a card, then discard a card.
Partying with the Gods requires raising the bar.

072 – Social Butterfly U
Creature – Human Insect Socialite U
As long as you control three or more euphoric creatures, Social Butterfly gets +4/+0 and has flying.
Every Ambrose party has a beautiful butterfly just waiting to emerge.
0/4

073 – Social Chameleon 2U
Creature – Lizard Rogue U
Brewhaha — Whenever Social Chameleon deals combat damage to a player, tap target euphoric creature an opponent controls. It doesn't untap during that player's next untap step. If Social Chameleon is euphoric, you may have it become a copy of that creature except it has this ability.
Entourage 4U — An opponent controls a euphoric creature. (You may cast this card from your entourage for its entourage cost. It costs 2 less to cast if its requirement is met.)
2/3

077 – Soya-Street Social Engineer 3UU
Creature – Sphinx Rogue U
Flying
Brewhaha — Whenever Soya-Street Social Engineer deals combat damage to a player, you may draw a card then discard a card. Then I f Soya-Street Social Engineer is euphoric, you may initiate a game of two truths and a lie with that player. If you win, each opponent mills a number of cards equal to the discarded card's mana value.
People at parties can't help but tell you more than you need to know.
4/3

081– Thought Overflow XU
Instant U
Counter target spell unless its controller pays X. That player mills X cards.
The mind was never meant to recall its thoughts all at once.

084 – Tysaer Spellbinder 3U
Creature – Human Performer U
Journey — Whenever a creature is exiled from the battlefield, look at the top X cards of your library, where X is that creature's power. You may reveal an instant or sorcery card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
The best entertainers will have you impressed by one hand, and deceived by another.
2/2

Blue – Rare & Mythic

046 – Commanding Insight 1U
Legendary Enchantment M
Whenever you draw your second card each turn, you get an experience counter. 2U: Scry X, then draw a card, where X is equal to the number of experience counters you have.
Commanding Insight can be your commander.

047 – Counternance 1UU
Instant R
Choose any number —
• Counter target spell.
• Counter target activated ability.
• Counter target triggered ability.
• Counter a static ability of your choice until end of turn. (Static abilities include combat keywords, 'as long as' 'gets' and 'has' effects.)

049 – Drawn to Destiny 3UU
Instant R
Create four cards then illustrate and title those cards. Those cards become copies of cards with the same names. Shuffle those cards into your library.
Draw four cards.
The opportunity to redraw your fate is just a pen stroke away.

051 – E, Nightglow Elevationist 3UU
Legendary Creature – God Wizard M
Flying; ward 2 Euphoric creatures you control have flying. 3U: Draw a card for each creature you control with flying that attacked this turn.
Entourage 5UU — You've cast another creature from your entourage. (You may cast this card from your entourage for its entourage cost. It costs 2 less to cast if its requirement is met.)
"Let's take this party to a higher level!"
4/4

054 – Guillermo, Partytown Governor 3U
Legendary Creature – Vedalken Advisor R
Stock Up — Whenever an artifact enters the battlefield under your control, Put a +1/+1 counter on Guillermo, Partytown Governor.
1U, Remove a +1/+1 counter from Guillermo, Partytown Governor: Draw a card. Activate this ability only as a sorcery.
Entourage 5U — You control an artifact. (You may cast this card from your entourage for its entourage cost. It costs 2 less to cast if its requirement is met.)
2/4

056 – Initiate the Afterparty 5UU
Instant R
Initiate the Afterparty costs 1 less to cast for each euphoric creature you control. Exile Initiate the Afterparty. Each player shuffles their hand and graveyard into their library, then draws seven cards. Create a Libation token and light up the night. (It's an artifact with "2, T, Sacrifice this artifact: Put a +1/+1 counter on target creature. It becomes euphoric. Activate only as a sorcery.)
I got a feeling, that tonight's gonna be good night.

062 – Nightglow Fae 1U
Creature – Faerie Wizard R
Flying
Knock One Back — Whenever Nightglow Fae attacks, you may sacrifice a Libation. If you do, look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
Entourage 3U — You control a Bar. (You may cast this card from your entourage for its entourage cost. It costs 2 less to cast if its requirement is met.)
Their glow is a party beacon in the night.
2/1

067– Preconceived Notion 3UU
Creature – Shapeshifter M
You may have Preconceived Notion enters the battlefield as a copy of any permanent with the same mana cost as another permanent on the battlefield. (If an opponent controls a Hill Giant with mana cost 3R, you may have you may have Preconceived Notion enter as a Sneak Attack with mana cost 3R.)
0/0

076 – Soya-Street Shoplifter 1U
Creature – Human Rogue R
Skulk (This creature can't be blocked by creatures with greater power.)
Brewhaha — Whenever Soya-Street Shoplifter deals combat damage to a player, you may search your library for an artifact card with mana value equal to or less than the damage dealt this way, reveal that card, put it into your hand, then shuffle. If Soya-Street Shoplifter is euphoric, you may put that card onto the battlefield.
The best way to window shop is to smash it first.
1/1

078 – Sphinx of a Thousand Truths 3UU
Legendary Creature – Sphinx Socialite R
Flying
When Sphinx of a Thousand Truths enters the battlefield, light up the night.
Mad Skillz — Whenever a party alpha attacks, you may initiate a game of Trivial Pursuit™ with each player. Each winner draws a card. (Each player that guesses correctly is a winner. You win if no one guesses correctly.)
3/4

085 – Tysaer Tap-Dancer 4UU
Creature – Giant Performer C
Whenever Tysaer Tap-Dancer enters the battlefield or attacks, you may exile another target permanent. If you do, return that card to the battlefield under its owner's control at the beginning of the next end step.
Journey — Whenever a creature is exiled from the battlefield, draw a card.
Every tap sends another party flying into the next zip code.
6/6

086 – Walk of Shame 3U
Sorcery R
Ante 2 (Exile the top two cards of your library. If you lose this game, your opponents may play those cards in their decks against you.)
Return all nonland permanents to their owners' hands. You may put a nonland card with mana value equal to or less than the number of euphoric creatures returned this way from your hand onto the battlefield.
A joyless rite of passage that all of Ambrose's youth must one day embark upon.

087 – Wall of Text 2U
Creature – Text Wall R
Defender Protection from wordy (It can't be blocked, targeted, dealt damage, enchanted, or equipped by anything with four or more lines of rules text.) Wall of Text's power is equal to the number of wordy permanents you control. As long as you cast a wordy spell this turn, Wall of Text may attack this turn as though it didn't have defender.
TL;DR.
*/5
Black
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Black – Common

090 – Ambrosia Seeker 2B
Creature – Jackal Reveler C
Whenever Ambrosia Seeker attacks, you create a Libation token you lose 1 life. (It's an artifact with "2, T, Sacrifice this artifact: Put a +1/+1 counter on target creature. It becomes euphoric. Activate only as a sorcery.)
The streets take a dark turn at night as the jackals crawl out of the shadows in pursuit of any drop of Ambrosia they can find.
3/2

094 – Battleraving Ogre 1B
Creature – Ogre Dancer C
You Got Served — Whenever a creature you control dies, each player loses 1 life.
Ogres are known to knock out entire dance crews with just their smell alone.
2/2

096 – Bro Down B
Instant C
Target creature gets +X/+0 and gain your choice of lifelink or deathtouch until end of turn, where X is equal to 1 plus the number of other creatures you control that share a creature type with it.
Ambrosian hooligans seldom show up alone.

101 – Fomenter of Liquid Courage 4B
Creature – Human Pirate C
Menace
When Fomenter of Liquid Courage enters the battlefield, light up the night.
We extort and pilfer, we filch and sack; Drink up me hearties, yo ho; Maraud and embezzle and even hijack; Drink up me hearties, yo ho; Yo ho, yo ho, a pirate's life for me!
4/3

102 – Hair of the Dog 4B
Sorcery C
Return target creature card from your graveyard to the battlefield.
Create a Libation token. (It's an artifact with "2, T, Sacrifice this artifact: Put a +1/+1 counter on target creature. It becomes euphoric. Activate only as a sorcery.)
Ambrose is renowned for its liquid breakfasts.

103 – Hit by the Munchies 2B
Instant C
Target creature gets -3/-3 until end of turn. If it's euphoric, it gets -6/-6 until end of turn instead.
Create a Food token. (It's an artifact with "2, Tap, Sacrifice this artifact: You gain 3 life.")
As the night growns long, Kushina snacks suddenly start to look appealing.

104 – Impish Battleraver 3B
Creature – Imp Dancer C
Flying
When Impish Battleraver enters the battlefield, you gain 2 life and each opponent that controls a euphoric creature loses 2 life.
The battleravers employ imps exclusively to liven up the dance floor.
2/2

105 – Jeering Madness 3B
Enchantment – Aura Curse C
Enchant player
When Jeering Madness enters the battlefield, enchanted player discards two cards.
Whenever a nonland card is put into enchanted player's graveyard from anywhere, you gain 1 life.
Popularity is a fickle pursuit.

106 – Kushina Con Carnage 1B
Creature – Horror C
When Kushina Con Carnage dies, create a Food token. (It's an artifact with "2, Tap, Sacrifice this artifact: You gain 3 life.")
When you dine in Kushina, expect the food to play with you.
3/1

107 – Kushina Edibles B
Artifact – Food C
T, Sacrifice Kushina Edibles: Target creature gets -2/-2 until end of turn.
2, T, Sacrifice Kushina Edibles: You gain 3 life.
Properly identifying the snacks from the edibles is key to surviving a Kushina party.

108 – Kushina Tipsplitter 3B
Creature – Insect Waiter Assassin C
When Kushina Tipsplitter enters the battlefield, create a Food token. (It's an artifact with "2, Tap, Sacrifice this artifact: You gain 3 life.")
Get Baked — Whenever you sacrifice a food, each opponent loses 1 life.
Whether you liked the food or not, tip like your life depends on it.
2/4

110 – Last Call 1B
Instant C
As an additional cost to cast this spell, sacrifice an artifact or creature.
Draw two cards and create a Libation token. (It's an artifact with "2, T, Sacrifice this artifact: Put a +1/+1 counter on target creature. It becomes euphoric. Activate only as a sorcery.)
Drinking on Ambrose is a mystery game of where you'll wake up the next morning.


114 – Noverati Patroller 1B
Creature – Human Bouncer C
Noverati Patroller has flying as long as another creature you control became euphoric this turn.
Cover Charge — Whenever a creature you control becomes euphoric, Surveil 1. (Look at the top card of your library. You may put that card into your graveyard.)
No matter how you try to sneak in, the Noverati will find you.
2/1

121 – Sanguine Consort 2B
Creature – Vampire Socialite C
Lifelink Whenever a Human you control dies, you may exile that card from your graveyard. If you do, put a +1/+1 counter on Sanguine Consort. It becomes euphoric.
A Vampire at a party has a way of just sucking the life out of the room.
3/1

122 – Sanguine Hustler 1B
Creature – Vampire Gamer C
Mad Skillz — When Sanguine Hustler enters the battlefield, you may initiate a game of three card monte with an opponent, then each opponent discards a card. If you win, those players discard a card at random instead.
Pick a card, any card. Tonight could be your lucky night.
1/1

123 – Snubbed 4B
Instant C
This spell costs 1 less to cast for each euphoric creature you control.
Exile target creature or planeswalker.
It's all fun and games until you become the party pariah.

124 – Soya-Street Addict B
Creature – Human Reveler C
Menace
When Soya-Street Addict dies, create a Libation token. (It's an artifact with "2, T, Sacrifice this artifact: Put a +1/+1 counter on target creature. It becomes euphoric. Activate only as a sorcery.)
Ambrosia often gets cut with toxic nightshade rendering it addictive, but deadly.
1/1

126 – Soya-Street Moocher 2B
Creature – Human Rogue Rebel C
Deathtouch
Brewhaha — Whenever Soya-Street Moocher deals combat damage to a player, add B at the beginning of your next main phase this turn. If Soya-Street Moocher is euphoric, create a treasure token instead. (It's an artifact with "T, Sacrifice this artifact: Add one mana of any color.")
Friends made on Soya Street will have you appreciating your enemy's company.
2/2

129 – To the Curb B
Sorcery C
Kicker 2B (You may pay an additional 2B as you cast this spell.)
All creatures get -1/-1 until end of turn. If you kicked To the Curb, creatures your opponents control get -2/-2 until end of turn instead.
If you want to keep the Noverati from crashing down the door, invite them inside first.


Black – Uncommon

093 – Battleraver's Credo 2B
Enchantment U
You Got Served — Whenever a creature you control dies, put a +1/+1 on target creature you control. If this is the second time this ability has resolved this turn, you also draw a card and you lose 1 life.
The Battleraver answer to pain: Dance it out.

095 – Blacked-Out Battleraver B
Creature – Human Pirate Dancer U
Blacked-Out Battleraver enters the battlefield tapped.
Blacked-Out Battleraver doesn't untap as normal during your untap step.
Whenever Blacked-Out Battleraver becomes euphoric, untap it.
When you start your day in a drunken stupor it's hard not to be passed out by high noon.
3/3

099 – Dredge Up the Past 1B
Sorcery U
Return target creature or planeswalker card from your graveyard to your hand.
Dredge 4 (If you would draw a card, you may mill four cards instead. If you do, return this card from your graveyard to your hand.)
"Careful about digging up the past. All you get is dirty."

100 – Feed Off the Room 2B
Sorcery U
Light up the night, then for each euphoric creature you control, each opponent loses 2 life and you gain 2 life.
It only takes a single vampire showing up, to drain the life out of a party.

109 – Kushinan Sous Chef 1B
Creature – Troll Cook U
Get Baked — Whenever you sacrifice a Food, put a +1/+1 counter on Kushinan Sous Chef.
1B, T, Sacrifice another creature: Create a Food token and draw a card. (It's an artifact with "2, Tap, Sacrifice this artifact: You gain 3 life.")
It takes a village to feed a crowd.
1/3

112 – Noverati Avenger 3B
Creature – Vampire Bouncer U
Cover Charge — Whenever a creature you control becomes euphoric, each opponent loses 1 life and you gain 1 life.
Entourage 5B — You've been dealt damage by a euphoric creature. (You may cast this card from your entourage for its entourage cost. It costs 2 less to cast if its requirement is met.)
The Noverati keep a no-entry list. Once you're on the list, you don't get off the list.
4/3

115 – Overindulgence 4B
Creature – Elemental U
Menace
When Overindulgence enters the battlefield, destroy target euphoric or nonartifact, nonblack creature.
Evoke 1B (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.)
"Pick your poison, there's always more where that came from."
3/2

117 – Party Foul 1B
Instant U
Choose one —
• Each opponent sacrifices a nontoken creature.
• Each opponent sacrifices a token creature.
• Each opponent sacrifices a planeswalker.
Entwine 4B (Choose all if you pay the entwine cost.)
It takes good etiquette to survive the Noverati.

119 – Peer Pressure 1B
Sorcery U
Will of the council — Choose target opponent. Starting with you, each player votes for coerce or resist. If coerce gets more votes, that player discard two cards at random. If resist gets more votes or the vote is tied, that player reveals their hand. You choose a nonland card from it. That player discards that card.

125 – Soya-Street Dealer 1B
Creature – Human Rogue U
Brewhaha — Whenever Soya-Street Dealer deals combat damage to a player, put a +1/+1 counter on another target creature you control. It becomes euphoric. If Soya-Street Dealer is euphoric, also put your choice of a deathtouch, menace, or lifelink counter on that creature.
Entourage 3B — You control a noneuphoric creature. (You may cast this card from your entourage for its entourage cost. It costs 2 less to cast if its requirement is met.)
The first taste is free.
2/1

128 – Soya-Street Riffraff 2B
Creature – Vampire Rogue U
Flying
Brewhaha — Whenever Soya-Street Riffraff deals combat damage to a player, you may exile target nonland card from that player's graveyard. If Soya-Street Riffraff is euphoric, exile that player's graveyard instead.
The bottom dwellers of Ambrose don't fear drinking from the bottom of the barrel.
v2/2

132 – Unhip Deadster 3B
Creature – Zombie Guest U
When Unhip Deadster enters the battlefield, if it wasn't cast, light up the night.
3B: Return Unhip Deadster from your graveyard to the battlefield tapped. Activate this ability only if a creature became euphoric this turn.
Deciding to invite a zombie to your party is a no-brainer.
4/2

Black – Rare & Mythic

089 – Almus, Kushina Artisan 4B
Legendary Creature – Zombie Cook R
Get Baked — Whenever you sacrifice a Food, each opponent sacrifices a creature.
Whenever Almus, Kushina Artisan enters the battlefield or attacks, you may exile target creature card from your graveyard and create a Food token. (They are artifacts with "2, Tap, Sacrifice this artifact: You gain 3 life.")
Entourage 6B — You control a Food. (You may cast this card from your entourage for its entourage cost. It costs 2 less to cast if its requirement is met.)
5/4

091 – Ari, Entertaining Eulogist 3BB
Legendary Creature – God Rogue M
Deathtouch, Ward – Discard a card
Whenever a creature dies, you gain 1 life. If you controlled that creature, create a Libation token. 2B: Each opponent loses 1 life for each euphoric creature you control. Activate only once each turn and only if a creature you control died this turn.
Entourage 5BB — You've cast another creature from your entourage. (You may cast this card from your entourage for its entourage cost. It costs 2 less to cast if its requirement is met.)
"Drink up to friends lost, but never forgotten!"
4/5

092 – Battle of Quips 2BB
Sorcery R
Mad Skillz — All creatures get -3/-3 until end of turn. You may initiate a game of letter Countdown™ with all players. If you do, each creature gets -X/-X until end of turn instead, where X is equal to 3 plus the number of letters in the word you created. Each winner draws two cards and loses 2 life. (Countdown is a British game show.)

097 – Commanding Recursion 1B
Legendary Enchantment M
Whenever a creature you control dies, you get an experience counter. XB: Return target creature card with mana value X from your graveyard to battlefield, where X is equal to or less than the number of experience counters you have. If it would leave the battlefield, exile it instead.
Commanding Recursion can be your commander.

098 – Demon of Final Revels 3BB
Creature – Demon Reveler R
Flying, trample
When Demon of Final Revels enters the battlefield, you may sacrifice a creature. If you do, search your library for a card, then shuffle and put that card on top. If a euphoric creature was sacrificed this way, put that card into your hand instead.
Tonight, I promise everyone leaves with a smile on their face.
5/4

111 – Last-Laugh Battleraver 2B
Creature – Zombie Dancer R
Menace, deathtouch
You Got Served — Whenever a creature you control dies, Scry 1. If this is the second time this ability has resolved this turn, you draw a card and you lose 1 life instead.
Entourage 4B — A creature you control died this turn. (You may cast this card from your entourage for its entourage cost. It costs 2 less to cast if its requirement is met.)
3/2

113 – Noverati Buzzkill 1B
Creature – Human Bouncer R
Flash
Cover Charge — Whenever Noverati Buzzkill enters the battlefield or a creature you control becomes euphoric, target Bouncer you control gains your choice of lifelink or deathtouch until end of turn.
A Noverati on the hunt can stop cold even the most raging party.
3/1

116 – Pack Avarice XB
Instant R
Target player opens a sealed Magic the Gathering ™ booster pack of their choice and puts X of those cards into their hand and loses X life.
Why pick just one when you can have them all.

118 – Party Scavenge 3B
Enchantment R
If a creature you control would die, move all counters from it and attach any equipment or auras attached to it that could enchant or be equipped to another creature you control first.
The ultimate degradation of 'finder's keepers'.

120 – Revelry Revenant 2B
Creature – Spirit Reveler R
Flying When Revelry Revenant enters the battlefield, light up the night.
Revelry Revenant's power and toughness are each equal to the number of euphoric creatures on the battlefield plus 1.
Good times never die.
*+1/*+1

127 – Soya-Street Nightstalker B
Creature – Vampire Rogue R
Soya-Street Nightstalker can only be blocked by euphoric creatures.
Brewhaha — Whenever Soya-Street Nightstalker deals combat damage to a player, put a +1/+1 counter on it. If it's euphoric, put a +1/+1 counter on each Vampire you control instead.
The Soya-Street vampires are in constant motion on Ambrose, partying across the globe in perpetual night.
1/1

130 – Turnquist, Deadly Numberologist 3BB
Legendary Planeswalker – Turnquist M
+1: Each player discards a card and each opponent loses life equal to the mean mana value of the cards discarded this way, rounded up.
0: Put a delta counter on target permanent, then increase or decrease its numerical values by 1.
-X: Starting with you, each player in turn order mills xΣn=1 n cards, until X players have milled this way. Create a 2/2 black Zombie creature token for each creature card milled this way.
(4)

131 – Undead Soufflé 3BB
Sorcery R
Ante 4 (Exile the top four cards of your library. If you lose this game, your opponents may play those cards in their decks against you.)
Return all creature cards from your graveyard to the battlefield. They are 2/2 Zombie Food in addition to their other types. (They have "2, T, Sacrifice this creature: you gain 3 life.")
Necromancy is like baking, one miscalculation and they fall right back into the grave.
Red
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Red – Common

134 – Bar Brawl 1R
Instant C
Bar Brawl deals 3 damage to each opponent. If you control a Bar, players can't gain life this turn, and damage can't be prevented this turn.
Pub runs are a way of life for some, and a proving ground for others.

135 – Battleraver Bully 5R
Creature – Minotaur Dancer C
You Got Served — Whenever a creature you control dies, Battleraver Bully deals 1 damage to any target.
Partying with the Battleravers is like running with the bulls.
6/5

136 – Belligerent Battleraver R
Creature – Human Dancer C
Haste
3R, Exile Belligerent Battleraver from your graveyard: Create two 1/1 red Dancer creature tokens. They gain haste until end of turn. Activate only as a sorcery.
"Anything is worth celebrating as long as you can do it while dancing and fighting!"
1/1

138 – Bust a Move 1R
Sorcery C
Roll two six-sided dice. Create a number of 1/1 red Dancer creature tokens equal to the difference between those results. If the difference is zero, return Bust a Move to your hand.
When the Battleravers show up at your door, get ready to bust a move.

144 – Ding Dong Door Dash R
Instant C
Choose one — • Ding Dong Door Dash deals 2 damage to any target. • Destroy target noncreature artifact.
Ambrose's youth like to get in their exercise after all of the parties have shut down.

146 – Drunken Stupor 2R
Sorcery C
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. If it's euphoric, it also gets +2/+0 until end of turn.
On Ambrose, your only allegiance is to having a good time.

149 – Gin Rummage 1R
Instant C
You may discard a card. If you do, draw two cards. Create a Libation token. (It's an artifact with "2, T, Sacrifice this artifact: Put a +1/+1 counter on target creature. It becomes euphoric. Activate only as a sorcery.)
The party's not over until it runs dry!

151 – Groovitas Beatsmith 2R
Creature – Goblin Bard C
In the Groove — Whenever Groovitas Beatsmith attacks, if you control three or more euphoric creatures and/or Libations, target creature an opponent controls can't block this turn.
It certainly qualifies as noise. Calling it 'music' would be a stretch.
3/2

157 – Moonmirthed Ass 4R
Creature – Donkey Warrior C
Haste
When Moonmirthed Ass enters the battlefield, light up the night.
Halfway through an Ambrose party, most people are just talking through their asses.
3/3

159 – Moonmirthed Enticer 1R
Creature – Saytr Warrior C
Ripped — When Moonmirthed Enticer dies, if it or another creature you control has power 4 or greater, you may discard a card then draw a card.
"Wall flowers seek the light, but never shine." — Moonmirthed Expression
3/1

161 – Nightglow Dipsomaniac 1R
Creature – Human Wizard C
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Knock One Back — Sacrifice a Libation: Switch Nightglow Dipsomaniac's power and toughness until end of turn.
A wizard never reveals their secrets, or their bar tab.
1/3

162 – Piermate Pilferer 2R
Creature – Human Pirate C
When Piermate Pilferer enters the battlefield, choose one — • Destroy target artifact.
• Create a Libation token. (It's an artifact with "2, T, Sacrifice this artifact: Put a +1/+1 counter on target creature. It becomes euphoric. Activate only as a sorcery.)
Ambrosia crates seem to have a habit of falling off the boat in transit.
2/2

163 – Pub Run R
Enchantment – Aura C
Enchant creature
Enchanted creature has haste and "R, Sacrifice a Libation: This creature gets +2/+0 until end of turn."
When Pub Run enters the battlefield, create a Libation token. (It's an artifact with "2, T, Sacrifice this artifact: Put a +1/+1 counter on target creature. It becomes euphoric. Activate only as a sorcery.)
Every pub run ends in a crawl.

164 – Punch-Drunk Diva 1R
Creature – Human Bard C
Punch-Drunk Diva gets +1/+0 and has menace as long as another creature you control became euphoric this turn.
On the mic, her shriek hits you in the gut like a bucket of bricks.
2/2

166 – Rock Out 3R
Instant C
Destroy target artifact or land. Light up the night.
When the band starts thrashing, take a step back.

168 – Sick Burn 4R
Instant C
Spectacle 1RR (You may cast this spell for its spectacle cost rather than its mana cost if an opponent lost life this turn.)
Sick Burn deals 5 damage to target creature or planeswalker.
You're impossible to underestimate.

170 – Soya-Street Grifter 3R
Creature – Giant Rogue Performer C
Reach
Whenever one or more opponents loses a game, create a Treasure token. (It's an artifact with "T, Sacrifice this artifact: Add one mana of any color.")
He accepts cash, card, and liquid gold as payment.
4/3

173 – Triple Dog Dare 1R
Sorcery C
Target creature gains triple strike until end of turn. (It deals first-strike, regular, and last-strike combat damage.)
With a breach of etiquette, the party suddenly took a turn.

176 - You Sir, Have Been Insulted! 2R
Instant C
You Sir, Have Been Insulted! deals 4 damage to target creature. If a euphoric creature dealt damage this way would die this turn, exile it instead.
An Ambrose party isn't really raging until the host has had to fend off at least three different guests.

Red – Uncommon

137 –Bootyloving Battleraver 3R
Creature – Human Pirate Dancer U
You Got Served — Whenever a creature you control dies, create a Treasure token. (It's an artifact with "T, Sacrifice this artifact: Add one mana of any color.")
Entourage 5R — You control an artifact token. (You may cast this card from your entourage for its entourage cost. It costs 2 less to cast if its requirement is met.)
When dancing against the Battleraver's, keep an eye on your pockets.
3/3

140 – Cocktail Conjurer 3R
Creature – Orc Wizard U
If you would create one or more Libation tokens, instead create those tokens plus an additional Libation token.
Knock One Back — 1, Sacrifice a Libation: Cocktail Conjurer gains double strike until end of turn.
A good drink is its own kind of magic.
2/4

143 – Dazzling Showman 4R
Creature – Human Performer U
Whenever Dazzling showman attacks, you may cast target instant or sorcery card from your graveyard chosen at random. It costs 1 less to cast for each euphoric creature you control. Exile that spell as it resolves.
Entourage 6R — An instant or sorcery card is in your graveyard. (You may cast this card from your entourage for its entourage cost. It costs 2 less to cast if its requirement is met.)
4/4

147 – Friendly Fire 1R
Instant U
Target creature an opponent controls becomes euphoric and deals damage equal to its power to another target creature an opponent controls.
When a party starts heating up you have watch out for your friends as much as your enemies.

148 – Gang Up 2RR
Instant U
Will of the council — Choose target creature an opponent controls. Starting with you, each player votes for numbers or power. If numbers gets more votes, each other creature on the battlefield deals 2 damage to that creature. If power gets more votes or the vote is tied, gain control of that creature until end of turn. Untap it. It gains haste until end of turn.
When a gang of Battleravers show up, prepare to get served.

152 – Groovitas Emcee R
Creature – Satyr Bard U
Whenever Groovitas Emcee attacks, other creatures you control get +1/+0 until end of turn.
In the Groove — Groovitas Emcee gets +1/+0 and has menace as long as you control three or more euphoric creatures and/or Libations.
His rhapsody is utterly bohemian.
1/1

153 – Hapless Battleraver 2R
Creature – Human Coward Dancer U
Hapless Battleraver can't attack or block unless it's euphoric.
Some battleravers require a little liquid courage to raise the volume of their heartbeat.
4/4

156 – Keg Stand Crony 2R
Creature – Human Reveler U
When Keg Stand Crony becomes euphoric, flip it.
2/3
//
Stanley, Overflowing with Courage
Legendary Creature – Human Warrior
Menace, trample
Purge — Whenever Stanley, Overflowing with Courage attacks, flip a coin. If you lose the flip, flip Stanley at end of combat.
4/3

160 – Moonmirthed Regiment 3R
Enchantment U
Ripped — Whenever you attack with one or more creatures with power 4 or greater, exile the top card of your library. You may play that card this turn. If you don't, proliferate at the beginning of the next upkeep. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
The Moonmirthed train fiercely as every night brings a party conquest to overcome.

165 – Razzle-Dazzle R
Sorcery U
Razzle-Dazzle deals 3 damage to target creature. Light up the night.
Overload 3RR (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Feed enough drinks into a party and the focal point will become anything shiny.

171 – Strutting Instigator 1R
Creature – Human Pirate Reveler U
Haste R, T: Until end of turn, target creature gains haste and "Whenever this creature deals combat damage to a player, create a Libation token." (It's an artifact with "2, T, Sacrifice this artifact: Put a +1/+1 counter on target creature. It becomes euphoric. Activate only as a sorcery.)
The crew's assembled, it's time to strut.
2/1

175 – X Marks the Spot XR
Sorcery U
This spell costs 1 less to cast for each Pirate you control. Flip X coins. For each flip you win, create a Treasure token. (They are artifacts with "T, Sacrifice this artifact: Add one mana of any color.")
Ambrose caters to its pirate crowd with Jimmy Buffet covers and beach metal detectors.

Red – Rare & Mythic

133 – Ballroom Blitz 4R
Enchantment R
As Ballroom Blitz enters the battlefield, choose ballroom or blitz.
• Ballroom — At the beginning of combat on your turn, target creature you control gets +X/+0 and gains trample and haste until end of turn, where X is the number of Bars you control.
• Blitz — At the beginning of combat on your turn, create two 1/1 red Dancer creature tokens. they gains haste until end of turn and they must attack this turn if able.

139 – Change of Venue 4R
Sorcery R
Each player creates two Treasure tokens, lights up the night, and discards their hand, then each of those players may open a sealed Magic the Gathering™ booster pack and put those cards into their hand. You untap up to five Bars.
The best party is the one you didn't even know you were going to.

141 – Coma, The Doof Warrior 1RR
Legendary Creature – Human Bard R
Menace
In the Groove — If a red source you control would deal damage to an opponent or a permanent an opponent controls, it deals double that damage to that player or permanent instead as long as you control three or more euphoric creatures and/or Libations.
His music will blow you away.
3/3

142 – Commanding Sweep R
Legendary Enchantment M
At the beginning of each end step, if a source your control dealt damage to an opponent, you get an experience counter. XR: Commanding Sweep deals X damage to target creature or planeswalker, where X is equal to or less than the number of experience counters you have plus 1. Activate only once during each of your turns.
Commanding Sweep can be your commander.

145 – Doorbusting Battleraver 2R
Creature – Human Dancer R
Whenever Doorbusting Battleraver attacks, create two 1/1 red Dancer creature tokens tapped and attacking.
You Got Served — Whenever a creature you control dies, Doorbusting Battleraver deals 1 damage to each opponent. If this is the second time this ability has resolved this turn, create a Blood token instead. (It's an artifact with "1, Tap, Discard a card, Sacrifice this artifact: Draw a card.")
Entourage 4R — A creature you control died this turn. (You may cast this card from your entourage for its entourage cost. It costs 2 less to cast if its requirement is met.)
2/3

150 – Graceslayer Dragon 3RR
Creature – Dragon M
Flying, trample, haste, protection from Angels and Sphinxes.
The dragon represents the purest form of hunting distilled into nature's ultimate apex predator.
5/5

154 – Headbanging Battleraver 3R
Creature – Giant Dancer R
Haste
Euphoric creatures opponents control are Cowards in addition to their other types.
1: Choose one that hasn't been chose this turn — • Target Dancer you control gains trample until end of turn.
• Target Dancer you control gets +1/+1 until end of turn.
• Cowards can't block Dancers this turn.
4/2

155 – High Fueldelity XRR
Sorcery R
In the Groove — High Fueldelity deals X damage each creature, player, and planeswalker. If you control three or more euphoric creatures and/or Libations, damage dealt to you this way that would reduce your life total to less than 1 reduces it to 1 instead. Maxell has heard this band was hot right now.

158 – Moonmirthed Conqueror R
Creature – Human Warrior R
Ripped — Moonmirthed Conqueror has menace and trample as long as you control a creature with power 4 or greater.
Whenever Moonmirthed Conqueror deals combat damage to an opponent, create a Libation token. (It's an artifact with "2, T, Sacrifice this artifact: Put a +1/+1 counter on target creature. It becomes euphoric. Activate only as a sorcery.)
2/1

167 – Seven Minutes in Heaven 2RR
Sorcery R
Ante 5 (Exile the top five cards of your library. If you lose this game, your opponents may play those cards in their decks against you.)
Distribute seven +1/+1 counters amongst two or more target creatures you control. Take an extra turn after this turn. At the end of that turn, sacrifice each creature you put a +1/+1 counter on this way.

169 – Sloshed Scallywag 1R
Creature – Human Pirate Reveler R
Knock One Back — Whenever Sloshed Scallywag attacks, you may sacrifice a Libation. If you do, put a +1/+1 counter on Sloshed Scallywag. It becomes euphoric. Then Sloshed Scallywag deals damage to each opponent equal to the number of +1/+1 counters on it.
A pirate's fun often comes at everyone else's expense.
2/2

172 – Travis, The Party Alpha 1R
Legendary Creature – Minotaur Barbarian R
Haste
Ripped — Whenever Travis, The Party Alpha attacks, you may goad target creature. If you control a creature with power 4 or greater, that creature can't block this turn. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
Entourage 3R — An opponent has attacked you. (You may cast this card from your entourage for its entourage cost. It costs 2 less to cast if its requirement is met.)
"Every party has an alpha at the top."
2/2

174 – Vincent, Battleraver Supreme 3RR
Legendary Creature – God Dancer M
Menace, Ward 2
Whenever another Dancer you control attacks, it deals 1 damage to each opponent.
3R: Create a 1/1 red Dancer creature token. It gains haste until end of turn.
Entourage 5RR — You've cast another creature from your entourage. (You may cast this card from your entourage for its entourage cost. It costs 2 less to cast if its requirement is met.)
"The greatest thrill in life is dance fighting."
5/4
Green
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Green – Common

178 – Brazen Countenance G
Instant C
Target creature gets +2/+2 until end of turn.
Mad Skillz — You may initiate a thumb war game with an opponent. If you win, that creature gets +4/+4 until end of turn instead.

182 – Confluence Sheppard 2G
Creature – Human Reveler C
When Confluence Sheppard enters the battlefield, scry 2, then you may reveal the top card of your library. If it's a Bar, basic land, or creature card, put that card into your hand. If you don't reveal a card this way, create a Libation token. (It's an artifact with "2, T, Sacrifice this artifact: Put a +1/+1 counter on target creature. It becomes euphoric. Activate only as a sorcery.)
"People are the sheep, and the party is their pasture."
2/1

184 – Explore the Venue G
Sorcery C
Search your library for a basic land card, reveal it, put it into your hand, then shuffle.
Create a Libation token. (It's an artifact with "2, T, Sacrifice this artifact: Put a +1/+1 counter on target creature. It becomes euphoric. Activate only as a sorcery.)
Every night on Ambrose is a gift of exploration.

187 – Gates to the Nightlife 2G
Enchantment – Aura C
Enchant land
When Gates to the Nightlife enters the battlefield, light up the night.
Enchanted land is a Bar in addition to its other types and has "T: Add two mana of any one color."
The gates to Destier City are a sight to behold.

188 – Glitterati Grove 1G
Creature – Treefolk Socialite C
Reach
Invite — Whenever another creature enters the battlefield under your control, Glitterati Grove gets +1/+0 and gains trample until end of turn.
The forests of Ambrose are not afraid to fight for the right to party.
2/1

191 – Kushina Taste-Tester 1G
Creature – Troll Cook C
T: Add G.
T, Sacrifice a Food: Add two mana of any one color.
Maybe Kushinan cuisine wouldn't be so bad if they employed better tasters.
1/3

192 – Kushinan Concierge 3G
Creature – Gorgon Waiter C
Get Baked — Whenever you sacrifice a Food, Kushinan Concierge gains trample until end of turn.
When Kushinan Concierge enters the battlefield, create a Food token. (It's an artifact with "2, Tap, Sacrifice this artifact: You gain 3 life.")
Kushina food provides an unforgettable night, most commonly experienced on the toilet.
4/3

193 – Kushinan Vapors 1G
Instant C
Choose one —
• Destroy target artifact.
• Destroy target enchantment.
Create a Food token. (It's an artifact with "2, T, Sacrifice this artifact: You gain 3 life.")
One whiff and you'll regret ever leaving the house tonight.

194 – Leader of the Pack 1G
Enchantment – Aura C
Enchant Creature
When Leader of the Pack enters the battlefield, light up the night.
As long as enchanted creature is your party alpha, it has trample and "Whenever this creature deals combat damage to an opponent, put a +1/+1 counter on it. It becomes euphoric."
Every party relies on its alpha as a guiding light.

195 – Life of the Party 3G
Sorcery C
Escalate 2G (Pay this cost for each mode chosen beyond the first.)
Choose one or more —
• Create three 1/1 colorless Guest creature tokens.
• You gain 2 life for each creature you control. Draw a card.
• Distribute three +1/+1 counters among one, two, or three target creatures you control.
The life of every party beats in harmony with the hearts of its guests.

202 – Partytown Guide 2G
Creature – Merfolk Advisor C
Stock Up — Whenever an artifact enters the battlefield under your control, Partytown Guide gets +1/+0 and can't be blocked by creatures with power 2 or less this turn.
When instinct guides you to let loose and party, I'll show you the way.
2/3

203 – Partytown Provisions G
Sorcery C
Buyback 2 (You may pay an additional 3 as you cast this spell. If you do, put this card into your hand as it resolves.)
Scry 1, then create a supply token of your choice. (Food, Libation, and Treasure are supply tokens.)
Crafting a party on Ambrose requires a sharp mind and adapting to your guests desires.

205 – Partytown Thrifter 4G
Creature – Elf Advisor C
Bargain (You may sacrifice an artifact, enchantment, or token as you cast this spell.)
When Partytown Thrifter enters the battlefield, if it was bargained, create a combination of two supply tokens of your choice. (Food, Libation, and Treasure are supply tokens.)
Ambrose has an entire gig economy built on hunting down party supplies.
4/4

211 – Rhox Rippster 2G
Creature – Rhino Warrior C
Trample
When Rhox Rippster enters the battlefield, light up the night.
The only people brave enough to party with a Pachyderm are the cage dancers.
3/1

214 – Stray Mog 1G
Creature – Human Dog Pet C
Stray Mog has vigilance as long as it has a +1/+1 counter on it.
Dig up the Yard — 1G, Sacrifice Stray Mog: Put target permanent card from your graveyard on top of your library.
Mogs are great party companions, until they get too clingy. To your legs.
2/2

216 – Unabashed Smash 2G
Instant C
Any number of target euphoric creatures you control and up to one other target creature you control each deal damage equal to their power to target creature you don't control.
If a giant starts a fight at your party, it's considered a sign of respect.


217 – Venomous Chaperone G
Creature – Snake Shaman C
Deathtouch
Whenever Venomous Chaperone attacks, it gets +1/+0 until end of turn if defender player controls a euphoric creature.
Trying to sneak into the clubs on Ambrose is generally ill advised.
1/1

218 – Warranty Voider 4GG
Creature – Pet Wurm C
Reach
When Warranty Voider enters the battlefield, for each opponent, destroy target artifact or enchantment that player controls.
Pets on Ambrose will spike your insurance as much as your blood pressure.
6/5

220 – Wolfir Weightlifter 1G
Creature – Wolf Warrior C
Ripped — Whenever Wolfir Weightlifter attacks, if you control another creature with power 4 or greater put a +1/+1 counter on Wolfir Weightlifter.
The Wolfir of Ambrose hunt by the scent of feebleness in their prey.
2/2

Green – Uncommon

180 – Clique Bait 2G
Instant U
Will of the council — Choose target creature you control. Starting with you, each player votes for unity or clout. If unity gets more votes, put a +1/+1 counter on each creature you control. If clout gets more votes or the vote is tied, put two +1/+1 counters on that creature and it becomes euphoric.

185 – Fish-A-Cuffs 3G
Creature – Merfolk Berserker U
Pummel — Whenever Fish-A-Cuffs becomes blocked by a creature with lesser power, that creature gains last strike until end of turn. (It deals combat damage after creatures without last strike.)
Entourage 5G — An opponent controls a creature with power 3 or less. (You may cast this card from your entourage for its entourage cost. It costs 2 less to cast if its requirement is met.)
4/3

190 – Kushina Cafeteria 2G
Enchantment U
When Kushina Cafeteria enters the battlefield, create a Food token. (It's an artifact with "2, T, Sacrifice this artifact: You gain 3 life.")
Get Baked — Whenever you sacrifice a Food, bolster 1. (Choose a creature with the least toughness among creatures you control and put a +1/+1 counter on it.)
Kushina cuisine is neither nutritious or delicious, yet it somehow still qualifies as food.

196 – Lucky Striker G
Creature – Human Warrior U
If you cast Lucky Striker for its miracle cost, it enters the battlefield euphoric with a +1/+1 counter on it and with haste.
Miracle GG (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
2/1

199 – Party Animal 2G
Creature – Pet Beast U
Trample
1, Sacrifice Party Animal: Destroy target artifact or enchantment.
Entourage 4G — You control a Human. (You may cast this card from your entourage for its entourage cost. It costs 2 less to cast if its requirement is met.)
3/3

200 – Party Crasher 6GG
Creature – Wurm Guest U
Party Crasher costs 1 less to cast for each euphoric creature opponents control.
2G: Shuffle Party Crasher from your graveyard into your library. If you do, draw a card.
It burrows into all of the best parties.
8/8

201 – Partyscape Engineer 3GG
Creature – Elf Artificer U
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
Invite — Whenever another creature enters the battlefield under your control, if you have the city's blessing, put a +1/+1 counter on that creature. It becomes euphoric.
Entire mountains are moved to just to build Ambrose's dance clubs.
3/5

204 – Partytown Supplier 3G
Creature – Elf Scout U
Stock Up — Whenever an artifact enters the battlefield under your control, if you cast it, create a supply token of your choice. Otherwise you gain 1 life. (Food, Libation, and Treasure are supply tokens.)
If you're going to throw an Ambrose party, you're going to need a bulk supplier.
3/4

209 – Raucous Gnarlid 2G
Creature – Pet Beast U
Ripped — Raucous Gnarlid can't be blocked by creature with power 2 or less as long as you control a creature with power 4 or greater.
2GG: Double Raucous Gnarlid's base power and toughness until end of turn.
It loves any party where it can let loose.
2/2

210 – Revitalize the Crew 1G
Sorcery C
Choose one or both —
• Return target permanent card from your graveyard to your hand.
• Return target creature card from your graveyard to your entourage.
The forest of Quisala is known for a restorative elixir that can keep anyone partying in top form.

213 – Scavenging Booze 1G
Creature – Libation Ooze U
1G: Exile target card from a graveyard. If it was a creature card, put a +1/+1 counter on Scavenging Booze.
2, Remove a +1/+1 counter from Scavenging Booze: Put a +1/+1 counter on another target creature you control. It becomes euphoric. Activate only as a sorcery.
2/2

219 – Wildwood Influence 2GG
Sorcery U
Creatures you control get +2/+2 and gain trample until end of turn.
Light up the night.
The Wildwood grove is known for its annual party that lasts an entire season.

Green – Rare & Mythic

177 – Bad-Ass Bert, Party Protector 4GG
Legendary Creature – Donkey Warrior R
Vigilance
Ripped — Whenever a creature you control with power 4 or greater becomes the target of a spell, Bad-Ass Bert fights up to one target creature you don't control.
Entourage 6GG — You control a creature with power 4 or greater. (You may cast this card from your entourage for its entourage cost. It costs 2 less to cast if its requirement is met.)
5/7

179 – Bring Along a +1 3G
Enchantment
You may look at the top card of your library at any time.
Whenever you cast a creature spell, you may reveal the top card of your library. If it's a creature card, put it into your hand. If you don't reveal a card this way, create a 1/1 colorless Guest creature token.
Good company is the heart of any party.

181 – Commanding Presence 1G
Legendary Enchantment M
At the beginning of your end step, if you control a creature with power 4 or greater, you get an experience counter. XG: Put a +1/+1 counter on up to X target creatures you control. This ability costs 1 less to activate for each experience counter you have. Activate only as a sorcery, and only once per turn.
Commanding Presence can be your commander.

183 – Dorkasaur 2G
Creature – Dinosaur Guest R
Whenever Dorkasaur enters the battlefield or becomes euphoric, choose an ability at random that Dorkasaur doesn't have from among battle-cry, evolve, exalted, flanking, infect, mentor, persist, provoke, undying, and wither. Dorkasaur gains that ability.
Be careful what company you keep. Some people will talk your ear off, then eat it.
3/4

186 – Garruk, The Party Animal 2GG
Legendary Planeswalker – Derinar M
Whenever a creature you control becomes euphoric, Garruk, The Party Animal becomes a 5/5 green Beast creature with trample and haste until end of turn.
+1: Create a 2/2 wolf creature token and a Libation token.
-1: Until end of turn euphoric creatures you control gain "Whenever this creature deals combat damage to an opponent, draw a card."
-7: Each creature you control becomes a euphoric 5/5 Beast in addition to their other types. Those creatures gain trample.
(3)

189 – Hydra Herbivore 3GG
Creature – Hydra R
Trample, haste Hydra Herbivore enters the battlefield with seven +1/+1 counters on it.
At the beginning of combat on your turn, any opponent may have you create 0/1 green Plant creature token and draw a card. If a player does, tap Hydra Herbivore and remove a +1/+1 counter from it.
0/0

197 – Mary Jane, Crafter of Delights 2GG
Legendary Creature – Gorgon Cook R
Hexproof
Whenever a Cook or Waiter you control deals combat damage to an opponent, create a Food token. (It's an artifact with "2, Tap, Sacrifice this artifact: You gain 3 life.")
Get Baked — Whenever you sacrifice a Food, put a +1/+1 counter on Mary Jane, Crafter of Delights and regenerate it.
MJ's sweets are a temptation that few can resist and even fewer can survive.
4/4

198 – Meadmaster Gliteratti 4GG
Creature – Giant Socialite R
Vigilance, reach
When Meadmaster Gliteratti enters the battlefield, create two Libation tokens. (It's an artifact with "2, T, Sacrifice this artifact: Put a +1/+1 counter on target creature. It becomes euphoric. Activate only as a sorcery.)
Invite — Whenever another creature enters the battlefield under your control, put a +1/+1 counter on each euphoric creature you control.
6/6

206 – Partytown Tracker 2G
Creature – Elf Scout Advisor R
Stock Up — Whenever an artifact enters the battlefield under your control, put a +1/+1 counter on Partytown Tracker.
1G, Remove a +1/+1 counter from Partytown Tracker: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Activate this ability only as a sorcery.
Entourage 4G — You control an artifact. (You may cast this card from your entourage for its entourage cost. It costs 2 less to cast if its requirement is met.)
He can sense good times from miles away.
3/2

207 – Preeminent Vocalist G
Creature – Elf Bard U
Assemble the Band — Bards you control have exalted. (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
T: Add R, G or W.
Her music can evaporate a hang-over as well as basking in the midday sun.
0/1

208 – Rally the Gang XG
Sorcery R
Ante 3 (Exile the top three cards of your library. If you lose this game, your opponents may play those cards in their decks against you.)
Search your library for up to X creature cards with total mana value X or less and put those cards onto the battlefield, then shuffle.

212 – Roar of the Party Alpha 2G
Instant R
Roll a d20 and light up the night. When you do, choose target creature an opponent controls.
1-9 | Your party alpha fights that creature. 10-19 | Your party alpha gets +3/+3 until end of turn. It fights that creature. 20 | Put three +1/+1 counters on your party alpha. It deals damage equal to its power to that creature.
The food chain starts here.

215 – Turtle, Shield of Ambrose 3GG
Legendary Creature – God Warrior M
Trample; ward 2
Other creatures you control with power 4 or greater has ward 2. 3G: Put a +1/+1 counter on target creature you control. It gains trample until end of turn.
Entourage 5GG — You've cast another creature from your entourage. (You may cast this card from your entourage for its entourage cost. It costs 2 less to cast if its requirement is met.)
"Don't start none, won't be none."
6/5
Multicolor
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Multicolor – Uncommon

222 – Beergoogle Battleraver 1BR
Creature – Human Dancer U
3(B/R): Target creature can't block this turn. If that creature is euphoric, its controller also loses 2 life. Activate this ability only as a sorcery.
Entourage 3BR — Two or more creatures you control have died. (You may cast this card from your entourage for its entourage cost. It costs 2 less to cast if its requirement is met.)
3/2

224 – Buzzed Bacchant UR
Creature – Human Wizard U
Flying, haste
Whenever you sacrifice a Libation, scry X, where X is Buzzed Bacchant's power.
Knock One Back — 2, Sacrifice a Libation: Draw a card.
"A little liquid refreshment will have you flying higher than the moon."
1/3

225 – Celebratory Centaur 1GW
Creature – Centaur Socialite U
4(G/W): Creatures you control get +1/+1 until end of turn.
Entourage 3GW — You control a Guest. (You may cast this card from your entourage for its entourage cost. It costs 2 less to cast if its requirement is met.)
3/3

228 – Demonic Battleraver 1BR
Creature – Demon Dancer U
First strike
You Got Served — Whenever a creature you control dies, put a +1/+1 counter on Demonic Battleraver. When Demonic Battleraver dies, it deals damage equal to its power to any target.
"Nobody puts Crazy in the corner."
2/2

229 – Dwarven Heavyweight 1RG
Creature – Dwarf Warrior U
2(R/G): Target creature gets +2/+0 until end of turn. If you control another creature with power 4 or greater it also gains trample until end of turn.
Entourage 3RG — An opponent controls a creature with power 4 or greater. (You may cast this card from your entourage for its entourage cost. It costs 2 less to cast if its requirement is met.)
3/2

231 – Effervescent Security 1WU
Creature – Human Bouncer U
3(W/U), T: Exile another target creature, then return that card to the battlefield under its owner's control. If it was euphoric, put a +1/+1 counter on Effervescent security.
Entourage 3WU — An opponent controls two or more euphoric creatures and/or Libations. (You may cast this card from your entourage for its entourage cost. It costs 2 less to cast if its requirement is met.)
2/3

232 – Groovitas Bandleader 1RW
Creature – Human Bard U
First Strike In the Groove — As long as you control three or more euphoric creatures and/or Libations, creature cards in your graveyard have encore. The encore cost is equal to its mana cost. (Exile a creature card from your graveyard and pay its mana cost: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step.)
His performances are usually followed up by the sound of one hand clapping.
3/2

235 – Keyrune Cops 2WU
Creature – Human Soldier Performer U
Flash
Vigilance
Journey — Whenever a creature is exiled from the battlefield, you may have Keyrune Cops become a copy of that creature, except it's 2/4 and has vigilance and this ability.
They put the 'slap' in slapstick.
2/4

236 – Kushina Confectionist 1BG
Creature – Gorgon Cook U
When Kushina Confectionist enters the battlefield, create a Food token. (It's an artifact with "2, T, Sacrifice this artifact: You gain 3 life.")
Get Baked — Whenever you sacrifice a Food, target creature gets your choice of -1/-1 or +1/+1 until end of turn.
If a Kushina cook bets you can't eat just one, don't try to find out.
3/3

240 – Noverati Taskmaster 3WB
Creature – Human Bouncer U
Menace
Cover Charge — Whenever a creature you control becomes euphoric, create a 1/1 white and black Bouncer creature token.
When you fail to pay the Noverati for their services, they break more than just your legs.
4/3

241 – Partytown Mayor 2GU
Creature – Merfolk Advisor U
Stock Up — Whenever an artifact enters the battlefield under your control, choose one that hasn't been chosen this turn —
• Draw a card, then discard a card.
• Partytown Mayor gets +1/+1 until end of turn.
• Partytown Mayor can't be blocked this turn.
The logistics of managing a citywide party every night is utterly mind-melting.
3/4

243 – Soya-Street Savant 1UB
Creature – Human Rogue U
2(U/B): Target creature gains skulk until end of turn. If it's a Rogue it can't be blocked this turn instead. (Creatures with skulk can't be blocked by creatures with greater power.)
Entourage 3UB — An opponent has more life than you. (You may cast this card from your entourage for its entourage cost. It costs 2 less to cast if its requirement is met.)
2/3

244 – Soya-Street Shinobi UB
Creature – Human Ninja Rogue U
Ninjutsu UB (UB: Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
Brewhaha — Whenever Soya-Street Shinobi deals combat damage to a player, surveil X, where X is the number of Rogues you control. If Soya-Street Shinobi is euphoric, instead look at the top X cards of your library, put one of them into your hand and the rest into your graveyard.
Ninjas love to party, but only from the shadows.
2/2

246 – Trending Glitterati 3GW
Creature – Human Socialite U
Lifelink
Invite — Whenever another creature enters the battlefield under your control, Trending Glitterati gains vigilance until end of turn. If this is the second time this ability has resolved this turn, euphoric creatures you control gain vigilance until end of turn instead.
#lifesaparty
4/4

247 – Trust Fund Rippedster 1RG
Creature – Human Warrior U
Trample
Libations you control cost 1 less to activate.
Ripped — Whenever a creature you control with power 4 or greater deal combat damage to an opponent, create a Libation token. (It's an artifact with "2, T, Sacrifice this artifact: Put a +1/+1 counter on target creature. It becomes euphoric. Activate only as a sorcery.) Some Warriors have more money than skill.
3/3

Multicolor – Rare & Mythic

221 – Alex, Tormenting Dementor UB
Legendary Creature – Spirit Gamer R
Kicker XX
Flying, deathtouch
When Alex, Tormenting Dementor enters the battlefield, if it was kicked, each opponent returns X permanents they control to their owner's hands, then each opponent discards X cards.
2/2

223 – Ben, Arbiter of Silence WB
Legendary Creature – Angel Gamer R
Flying
Ward 3 (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays 3.)
Whenever an opponent casts a spell or activates an ability that isn't a mana ability when it isn't their turn, that player loses 1 life and you gain 1 life.
1/3

226 – Cliff, Wildlands Trickster 3UG
Legendary Creature – Human Gamer Spellshaper R
Flash When Cliff, Wildlands Trickster enters the battlefield, choose one — • Copy target spell. (A copy of a permanent spell becomes a token.) • Draw a number of cards equal to the greatest power among creatures you control. • Put target permanent or spell on the top of its owner's library.
2/2

227 – Coulter, Resplendent Champion 4WG
Legendary Creature – Human Gamer Knight R
When Coulter, Resplendent Champion enters the battlefield, choose one — • You gain 5 life and draw a card. • Destroy up to one target artifact, and up to one target enchantment. • Distribute two +1/+1 counters, a vigilance counter, and a trample counter among creatures you control.
4/4

230 – Ed, Denier of Service 2WU
Legendary Creature – Human Gamer Wizard R
Flash
When Ed, Denier of Service enters the battlefield, exile target spell or nonland permanent and put a time counter on it. If it doesn't have suspend, it gains suspend.
2: Put a time counter on a suspended card. Any player may activate this ability only as a sorcery and only once each turn.
2/2

233 – Jason, Nexus of Energy 2RG
Legendary Creature – Human Gamer Shaman R
Haste Whenever Jason, Nexus of Energy attacks, exile the top card of your library. Until end of turn you may play that card. Then add two mana in any combination of R or G. Until end of turn, you don't lose this mana as steps and phases end.
3/3

234 – Jon, Conquistador Errant RW
Legendary Creature – Human Gamer Warrior R
First strike
Whenever Jon, Conquistador Errant deals combat damage to a player, you may search your library for an Aura or Equipment card, reveal it, put it into your hand, then shuffle.
Dash 1RW (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
3/1

237 – Mutual Detriment (2/U)(2/B)(2/R)
Sorcery R
Mutual Detriment deals 3 damage to each opponent and each planeswalker they control if R was spent to cast this spell. Each opponent mills ten cards if U was spent to cast this spell. Each opponent discards two cards if B was spent to cast this spell.
There will always be those who only want to see the world burn.



238 – Nate, Fiendish Forger 1BR
Legendary Creature – Human Gamer Rogue R
Menace
Whenever Nate, Fiendish Forger deals combat damage to an opponent, exile the top three cards of that player's library. You may create a copy of an artifact or creature card exiled this way, except it has "Whenever this permanent becomes the target of a spell or ability, sacrifice it."
3/3

239 – Nick, Dreamscape Ravager 3UR
Legendary Creature – Human Gamer Wizard R
Haste; prowess
When Nick, Dreamscape Ravager enters the battlefield, each opponent mills the top X cards of their library, where X is equal to the number of instant and sorcery cards in your graveyard. You may cast a noncreature card milled this way with mana value X or less without paying its mana cost.
3/5

242 – Quinora, Muse of Impulse 2UR
Legendary Planeswalker – Quinora M
+1: Scry 1. If you control one or more euphoric creatures, scry 2 instead. -1: Until your next turn, the next instant or sorcery spell you cast gains rebound. Draw a card. -3: Draw two cards, then discard a card. When you do, Quinora, Muse of Impulse deals damage equal to the discarded card's mana value to target battle, creature, or planeswalker.
(4)

245 – Steve, Underworld Creeper BG
Legendary Creature – Human Gamer Druid R
As Steve, Underworld Creeper enters the battlefield, choose a card name. Cards with the chosen name in graveyards have dredge 3. (To dredge 3, if you would draw a card, you may mill three cards instead. If you do, return this card from your graveyard to your hand.)
2/2

248 – World Cleanse WUBRG
Sorcery M
Ante 5 (Exile the top five cards of your library. If you lose this game, your opponents may play those cards in their decks against you.) Each player discards their hand. Exile all nonland permanents. Exile all graveyards. You gain 5 life and draw five cards.

249 – Wu Berg, Multiverse Curator WUBRG
Legendary Creature – Human Monk M
X2, T: Choose a card name you haven't already chosen with Wu Berg. If that card has mana value X or less, you may create a copy of it and cast that copy without paying its mana cost. (A copy of a permanent spell becomes a token.) He captures the essence of all that isn't.
5/5
Artifact
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Artifact – Common

251 – Audi 5000 4
Artifact – Vehicle C
Whenever Audi 5000 attacks, you may exile target creature crewing it. If you do return that card to the battlefield under its owner's control at the beginning of the next end step.
Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
"He's Audi 5000 yo."
5/5

253 – Big Boy's Toy 7
Artifact Creature – Construct C
Affinity for creatures (This spell costs 1 less to cast for each creature you control.)
Some people can't help but break out their big boy toys at every party.
4/4

259 – Dicey Manipulator 4
Artifact
1, T: Tap target permanent. Roll a six-sided dice.
1 — Untap that permanent.
2 — Its controller gains 1 life.
3 — You gain 1 life.
4 — Scry 1.
5 — It doesn't untap as normal during its controller's next untap step.
6 —Untap Dicey Manipulator.
Partying on Ambrose is always a gamble of what one more drink will bring.

260 – Duelist's Glove 2
Artifact – Equipment C
Equipped creature gets +2/+0 and has "3, T, Sacrifice Duelist's Glove: This creature gets +2/+0 until end of turn. It fights target creature an opponent controls."
Equip 1
Since time immemorial, if you put two men into a room together, a fight will break out.

262 – Manakin 2
Artifact Creature – Guest Construct C
1: Add one mana of any color. If this mana is spent to cast a creature spell from your entourage, scry 1. Activate only once each turn.
Some people are so awkward and wooden at parties you might wonder if they are even real.
2/1

264 – Mood Lighting 3
Artifact C
When Mood Lighting enters the battlefield, light up the night.
T: Add one mana of any color.
Every party sets a tone for the night's journey.

265 – Open Bar 2
Artifact — Bar C
At the beginning of combat on your turn, you may pay 1 for each tip counter on Open Bar. If you do, put a tip counter on Open Bar and put a +1/+1 counter on target creature you control. It becomes euphoric. Tips are the oil that keeps the party machine of Ambrose running.

267 – Party Cooler 2
Artifact – Food Libation C
When Party Cooler enters the battlefield, draw a card.
2, T, Sacrifice Party Cooler: Put a +1/+1 counter on target creature. It becomes euphoric. Activate only as a sorcery.
2, T, Sacrifice Party Cooler: You gain 3 life.

271 – Recycling Bin 2
Artifact C
Whenever an artifact is put into a graveyard from the battlefield, put a recycle counter on Recycling Bin.
Remove a recycle counter from Recycling Bin: You gain 1 life.
2, Remove three recycle counters from Recycling Bin: Draw a card.
Don't be trashy. Recycle.

277 – Stretch Limo 2
Artifact – Vehicle C
Stretch Limo gets +1/+1 for each other attacking creature you control.
Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.) Why strut when you can cruise?
3/3

280 – Tailored Attire 1
Artifact – Equipment C
Equipped creature gets +1/+1 and has "Whenever this creature deals combat damage to a player, create a Libation token. (It's an artifact with "2, T, Sacrifice this artifact: Put a +1/+1 counter on target creature. It becomes euphoric. Activate only as a sorcery.)
Equip 1
The best way to slip through a crowd is with a drink in hand.

281– Total Phony 4
Artifact Creature – Shapeshifter C
Changeling (This card is every creature type.) Total Phony gets +1/+1 for each creature you control that only shares a creature type with Total Phony from among creatures you control.
Phonies blend in so well on Ambrose, no one is even sure if they even exist.
3/3

Artifact – Uncommon

250 – Arcane-9 3
Artifact Creature – Pet Dog U
Vigilance
Fetch — When Arcane-9 enters the battlefield, return up to one target artifact card from your graveyard to your hand.
Entourage 5 — You control a Human. (You may cast this card from your entourage for its entourage cost. It costs 2 less to cast if its requirement is met.)
Fetching makes any dog's day.
2/1

252 – Bar Tab 2
Artifact
Whenever a player sacrifices a Libation, put a drink counter on Bar Tab.
T: Add C. You may remove a drink counter from Bar Tab. If you do, add one mana of any color instead.
Fail to pay the tab and a hangover won't be the worse of your problems.

255 – Boom Box 3
Artifact – Equipment U
Blown Away — Equipped creature gets +2/+2 and has "Whenever this creature attacks, tap target creature defending player controls and remove all Equipment, Auras, and counters from that creature."
Equip Bard 2
Equip 4

256 – Celebratrix 2
Artifact Creature – Golem U
Barhome (This creature can't attack unless defending player controls a Bar. When you control no Bars, sacrifice this creature.)
They say the celebratix was created by a mad scientist and that it feeds off the energy of parties.
4/1

261 – Inflate-a-Friend 6
Artifact Creature – Shapeshifter U
As Inflate-a-Friend enters the battlefield, it becomes your choice of a 6/3 artifact creature with trample, a 4/4 artifact creature with flying, or a 5/5 artifact creature.
Entourage 8 — An opponent controls more creatures that you. (You may cast this card from your entourage for its entourage cost. It costs 2 less to cast if its requirement is met.)
*/*

263 – Mimic of Fortune 4
Artifact Creature – Construct U
Mad Skillz — When Mimic of Fortune enters the battlefield, you may initiate a game of Wheel of FortuneTM with each opponent. When an opponent wins, that player draws a card. (At the beginning of each opponent's upkeep, that player guesses a letter, guesses the phrase, or buys a vowel for 1 until they make an incorrect guess this turn.) Whenever an opponent guesses incorrectly, create a Treasure token.
3/3

270 – Private Jet 3
Artifact – Vehicle U
Flying
Whenever a creature with entourage enters the battlefield under your control, Private Jet becomes a creature until end of turn.
Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
4/3

273 – Sensei's Diving Watch 1
Artifact – Equipment U
Whenever equipped creature attacks, look at the top three cards of your library, then put them back in any order.
T: Draw a card, then put Sensei's Diving Watch on top of its owner's library. Activate this ability only if Sensei's Diving Watch is equipped.
Equip 1

275 – Social Media 1
Artifact
Friend —2, T, Sacrifice Social Media: Target player gains 5 life and shuffles their graveyard into their library. Shuffle Social Media into its owner's library.
Unfriend — 5, T, Sacrifice Social Media: It deals 5 damage to target creature or planeswalker.

276 – Steel Servant 3
Artifact Creature – Construct U
You may spend mana as though it were mana of any color to cast creature spells from your entourage. Creatures with entourage you control get +1/+1.
The Gods party so hard even the bots don't want to clean up after them.
2/2

278 – Superyacht 2
Artifact – Vehicle U
Superyacht can't be blocked as long as defending player controls an Island. Whenever Superyacht deals combat damage to an opponent, draw a card.
Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
2/4

283 – Waffle-Bot 5
Artifact Creature – Construct U
When Waffle-Bot enters the battlefield, create a food token for each euphoric creature you control. (They are artifacts with "2, T, Sacrifice this artifact: You gain 3 life.")
"Everyone knows waffles are awesome. They serve pancakes in hell."
3/4

Artifact – Rare & Mythic

254 – Blonde Bombshell 2
Artifact Creature – Construct R
Vigilance
T: Put a +1/+1 counter on Blonde bombshell.
T, Sacrifice Blonde Bombshell: Destroy each nonland permanent with mana value equal to the number of +1/+1 counters on Blonde Bombshell.
1/1

257 – Creatureling 5
Creature – Shapeshifter U
When Creatureling enters the battlefield, if W was spent to cast it, you gain 4 life. If U was spent to cast it, scry 2. If B was spent to cast it, you draw two cards and you lose 2 life. If R was spent to cast it, it gains haste. If G was spent it cast it, put a +1/+1 counter on it and it gains trample.
4/3

258 – Dance-Off Doppelganger 4
Artifact Creature – Construct Dancer R
Whenever Dance-Off Doppelganger enters the battlefield or attacks, clash with an opponent. If you win, put a +1/+1 counter on Dance-Off Doppelganger and you may have it become a copy of a creature that player controls except it has this ability. (Each clashing player reveals the top card of their library, then puts that card on the top or bottom. A player wins if their card had a higher mana value.)
Entourage 6 — Two players control the same number of creatures. (You may cast this card from your entourage for its entourage cost. It costs 2 less to cast if its requirement is met.)
The only thing posers know is copying everyone else's style.
3/3

266 – Party Bus 2
Artifact – Vehicle R
Whenever Party Bus becomes crewed, you may exile a creature crewing it until Party Bus leaves the battlefield. If you do, put a +1/+1 counter on Party Bus.
As long as a card exiled with Party Bus has flying, Party Bus has flying. The same is true for first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, protection, reach, trample, and vigilance.
Crew 1
Once you get on the party bus, there's no getting off.
3/3

268 – Party-On Terminator 4
Artifact Creature – Construct M
Whenever a creature an opponent controls dies, put a +1/+1 counter on Party-On Terminator. If that creature was euphoric, you may have Party-On Terminator become a copy of that creature except it has this ability.
It's only programmed to do two things, terminate and party hard.
3/3

269 – Partytown Pantheon 5
Artifact R
At the beginning of your upkeep, if you control twelve or more Gods, you win the game. Euphoric creatures you control are Gods in addition to their other types and have indestructible. (Effects that say "destroy" don't destroy them. A creature with indestructible can't be destroyed by damage.)
3: Put a +1/+1 counter on target creature. It becomes euphoric. Activate only as a sorcery. The rooftop bar on Mt Olympia is the penultimate party location.

272 – Rust Titan 6
Tribal Artifact – Giant Equipment R
Living weapon (When this Equipment enters the battlefield, create a 0/0 black Phyrexian Germ creature token, then attach this to it.)
Equipped creature gets +6/+6.
Whenever Rust Titan enters the battlefield or equipped creature attacks, you may sacrifice a creature. If you do, Rust Titan deals damage equal to the sacrificed creature's power to any target.
Equip 6

274 – Sheeple 5
Artifact Creature – Human Golem R
When Sheeple enters the battlefield, if you cast it, create two tokens that are copies of Sheeple. Whenever a creature is dealt damage by Sheeple, it becomes a copy of Sheeple at the beginning of the next turn.
Entourage 7 — Each player controls a creature. (You may cast this card from your entourage for its entourage cost. It costs 2 less to cast if its requirement is met.)
2/2

279 – Sword of Smarm and Swank 3
Artifact – Equipment M
Equipped creature gets +2/+2 and has protection from Rogues and Warriors.
Whenever equipped creature deals combat damage to an opponent, populate then proliferate. (Create a token that's a copy of a creature token you control then choose any number of permanents and/or players, then give each another counter of each kind already there.)
Equip 2

282 – Urza's Hot Tub Time Machine 3
Artifact – Vehicle R
Chillaxing — Urza's Hot Tub Time Machine can block or be blocked by only euphoric creatures. Whenever Urza's Hot Tub Time Machine attacks, if four or more creatures are crewing it, exile Urza's Hot Tub Time Machine at end of turn and take an extra turn after this turn.
Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
5/5
Land
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Land – Common

285 – Bar IX
Land – Bar C
Bar IX enters the battlefield tapped.
When Bar IX enters the battlefield, create a Libation token. (It's an artifact with "2, T, Sacrifice this artifact: Put a +1/+1 counter on target creature. It becomes euphoric. Activate only as a sorcery.)
T: Add R or W.

287 – The Crystal Bar
Land – Bar C
The Crystal Bar enters the battlefield tapped.
When The Crystal Bar enters the battlefield, create a Libation token. (It's an artifact with "2, T, Sacrifice this artifact: Put a +1/+1 counter on target creature. It becomes euphoric. Activate only as a sorcery.)
T: Add W or U.

288 – The Devil's Toboggan
Land – Bar C
The Devil's Toboggan enters the battlefield tapped.
When The Devil's Toboggan enters the battlefield, create a Libation token. (It's an artifact with "2, T, Sacrifice this artifact: Put a +1/+1 counter on target creature. It becomes euphoric. Activate only as a sorcery.)
T: Add B or R.

289 – The Filling Station
Land – Bar C
The Filling Station enters the battlefield tapped.
When The Filling Station enters the battlefield, create a Libation token. (It's an artifact with "2, T, Sacrifice this artifact: Put a +1/+1 counter on target creature. It becomes euphoric. Activate only as a sorcery.)
T: Add U or R.

290 – Hideaway Lounge
Land – Bar C
Hideaway Lounge enters the battlefield tapped.
When Hideaway Lounge enters the battlefield, create a Libation token. (It's an artifact with "2, T, Sacrifice this artifact: Put a +1/+1 counter on target creature. It becomes euphoric. Activate only as a sorcery.)
T: Add B or G.

291 – K.O.'s Club
Land – Bar C
K.O.'s Club enters the battlefield tapped.
When K.O.'s Club enters the battlefield, create a Libation token. (It's an artifact with "2, T, Sacrifice this artifact: Put a +1/+1 counter on target creature. It becomes euphoric. Activate only as a sorcery.)
T: Add W or B.

292 – Mage-Mart
Land C
T: Add C.
1, T, Sacrifice Mage-Mart: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Create a Food token. (It's an artifact with "2, T, Sacrifice this artifact: You gain 3 life.")
Every knight out partying requires a pit stop.

293 – The Molly Brown
Land – Bar C
The Molly Brown enters the battlefield tapped.
When The Molly Brown enters the battlefield, create a Libation token. (It's an artifact with "2, T, Sacrifice this artifact: Put a +1/+1 counter on target creature. It becomes euphoric. Activate only as a sorcery.)
T: Add U or B.

296 – Pub 317
Land – Bar C
Pub 317 enters the battlefield tapped.
When Pub 317 enters the battlefield, create a Libation token. (It's an artifact with "2, T, Sacrifice this artifact: Put a +1/+1 counter on target creature. It becomes euphoric. Activate only as a sorcery.)
T: Add G or W.

299 – Rocking R Bar
Land – Bar C
Rocking R Bar enters the battlefield tapped.
When Rocking R Bar enters the battlefield, create a Libation token. (It's an artifact with "2, T, Sacrifice this artifact: Put a +1/+1 counter on target creature. It becomes euphoric. Activate only as a sorcery.)
T: Add R or G.

302 – The Zebra Lounge
Land – Bar C
The Zebra Lounge enters the battlefield tapped.
When The Zebra Lounge enters the battlefield, create a Libation token. (It's an artifact with "2, T, Sacrifice this artifact: Put a +1/+1 counter on target creature. It becomes euphoric. Activate only as a sorcery.)
T: Add G or U.

Land – Uncommon

295– Party Promenade
Land U
T: Add C.
4, T, Sacrifice Party Promenade: Create two 1/1 colorless Guest creature tokens.
Every entourage starts their night at the rue de triumph as a matter of honor.

297 – Pulse of the City
Land
T: Add C.
3, T, Sacrifice Pulse of the City: Light up the night.
As the night grows so do the connections across all the parties within the city.

Land – Rare & Mythic

284 – Angel's Landing
Land – Bar R
T: Add C.
T, Pay 1 life: Add G, W, or U.
2, T: Create a Libation token. (It's an artifact with "2, T, Sacrifice this artifact: Put a +1/+1 counter on target creature. It becomes euphoric. Activate only as a sorcery.)
It's said that the angels patrol Ambrose to deliver the hung-over to a paradise of sun-dappled patios and daiquiris.

286 – The Champagne Room
Legendary Land – Bar M
When The Champagne Room enters the battlefield, choose a creature type.
T: Add C.
1, T: Add one mana of any color. If this mana is spent to cast a creature spell of the chosen type, that creature enters the battlefield with a +1/+1 counter on it and it becomes euphoric.

294 – Oaken Atrium
Land – Bar R
T: Add C.
T, Pay 1 life: Add R, G, or W.
2, T: Create a Libation token. (It's an artifact with "2, T, Sacrifice this artifact: Put a +1/+1 counter on target creature. It becomes euphoric. Activate only as a sorcery.)
The elves and advisors of Ambrose cultivate frivolity as well as they do the forests and groves.

298 – Razorcrest Discotec
Land – Bar R
T: Add C.
T, Pay 1 life: Add B, R, or G.
2, T: Create a Libation token. (It's an artifact with "2, T, Sacrifice this artifact: Put a +1/+1 counter on target creature. It becomes euphoric. Activate only as a sorcery.)
Every night the moonmirthed rally to the mountain top clubs to howl at the moon in a battle for dominance.

300 – Surfside Promenade
Land – Bar R
T: Add C.
T, Pay 1 life: Add W, U, or B.
2, T: Create a Libation token. (It's an artifact with "2, T, Sacrifice this artifact: Put a +1/+1 counter on target creature. It becomes euphoric. Activate only as a sorcery.)
The merfolk of Ambrose are free spirits that always rise to the challenge of any drinking game that comes their way.

301 – Underground Amphitheater
Land – Bar R
T: Add C.
T, Pay 1 life: Add U, B, or R.
2, T: Create a Libation token. (It's an artifact with "2, T, Sacrifice this artifact: Put a +1/+1 counter on target creature. It becomes euphoric. Activate only as a sorcery.)
If you have to ask where to find the battleravers, know you don't belong there.
At Home - Print Sheets
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These print sheets can be printed at home on standard copy paper or really any 8.5x11 paper stock. Cut out the cards, sleeve up and enjoy Uninvited with your friends!

To maximize slots on the print sheets and reduce paper, some of the cards ended up on odd print sheets. I.E. the final common 'Mage-Mart' is printed across two rare sheets and only needs a single printing to get 5 copies created. The final Dual land (GU) is also on an odd sheet. The size of the print sheets was too large to link individually so I created a zip file.

The google docs warn that it can't scan for viruses because it's a large file (334M) So like the rest of the internet, download at your own risk and scan with your PC antivirus.

Worldbuilding: Ambrose – Party Center of the Multiverse
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Ambrose is a busy world where success is built upon how great your party is. Not all parties take place at concert halls and homes, as some prefer the pub run lifestyle and strut the streets looking for their next great pint. Some of the characters and people you can expect to meet on Ambrose are as follows:

W/U Tysaer Performers
Every party should have great entertainment and the performers of Tysaer are ready to take you on a literal journey as they whisk you away with delight through their antics.

U/B Soya Street Rogues
It doesn't matter where you party on Ambrose, there's a Soya Street district just around the corner full of less savory types who have either partied themselves onto the streets or simply have no love for the frivolities that everyone else enjoys. The Streets of Soya keep it real so better keep a firm hand on your drink before you get caught up in a brewhaha and have it snatched away.

B/R Battleravers
There's a saying on Ambrose, "If you're not having fun with the Battleravers, don't worry they're having fun with you." The battleraver's are only concerned with two things, dancing and fighting and usually those two things are one in the same. When partying with the battleravers pull out your best moves because before the night is done, someone is going to get served.

R/G Moonmirthed
The moonmirthed of Ambrose take partying to the extreme by hitting the gym and making every workout a party. Swole, yoked and ready to rumble the moonmirthed's idea of revelry can stop yours dead in it's tracks so best to get out of their way when you hear the sound of weights hitting the mats.

G/W Glitterati
The Glitterati of Ambrose are always looking for the best party to promote and bring along their throngs of adoring fans along for the ride. The Glitterati are nothing without their fans so expect them to be inviting everyone they know wherever they go.

W/B Noverati,
The brotherhood of the Noverati have been sworn to keep the peace at Ambrose's clubs and bars, but they are not the law so don't expect them to play be any rules but their own. The Noverati will strong arm anyone they see as getting out of line and fiercely protect the cover charge that the skim from all of their posts.

U/R Nightglow
When the sun sets on Ambrose the night light takes off. Many of Ambrose's wizards and other creatures of the night are ready to light things as they take off on their nightly trek of drinking glory. Ambrose is adorned with more Bars than the nightglow denizens have time to visit, so be ready for a frenetic night of action as you try to keep with Ambrose's nightglow pub run.

B/G Kushina
Catering an endless list of parties is a daunting task, but the cooks and kitchen staff of the Kushina district are ready to rise to the challenge. Providing catering for an entire world comes at the cost of sacrificing quality for quantity, so while you will be able to recognize Kushina cuisine no matter where you go, you probably still won't want to eat it, or if you do, you'll later regret it. After a long night of partying and drinking, most citizens on Ambrose will lower their inhibitions and join their Kushina brethren to get baked.

R/W Groovitas
The Groovitas musicians of Ambrose are always around and ready to rock out, but the real magic happens when they manage to book a gig with a captive audience. When hanging out with the Groovitas band, expect to have them rock your world.

G/U Partytown Administers
It's no easy feat keeping an entire city who's only function is to party running smoothly, but the civil servants and administrators of Partytown are ready to do just that. Managing logistics and stocking up on supplies are their specialty so when you are ready to get down and plan out the perfect party you would be a fool not to consult with the officers of Partytown.
The Limited Environment of Uninvited
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The mechanics of Uninvited
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Entourage
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WUBRG — Entourage [cost] – {Requirement} (You may cast this card from your entourage for its entourage cost. It costs 2 less to cast if its requirement is met.)

1. Before shuffling your deck to become your library, you may reveal up to three cards from outside the game to be your entourage. Those cards remain revealed outside the game as the game begins.
2. If more than one player wishes to reveal an entourage, the starting player does so first, and players proceed in turn order. Once a player has chosen not to reveal an entourage that player can't change their mind.
3. A keyword ability that allows a player to choose up to three creature cards from outside of the game as their entourage.
4. Once you cast a card from your entourage it remains in the game until the game ends or an effect returns it to your entourage. Doing so follows all the normal rules for casting a creature spell, so a player can normally do so only during their main phase if they have priority and the stack is empty. Casting an entourage this way brings it into the game for good, after which it can be destroyed, exiled, returned to the hand, shuffled into the library, etc.


The world of uninvited coalesced around the concept of an entourage. Early in the concept design to create an Un-set, I pondered what a companion variant would like if it was made for an unset, this is where I came up with the entourage mechanic. At first the idea of an entourage was for anyone who wanted to be in your entourage could be in your entourage, essentially providing a secondary deck you could call forth your friends to join you at your party. Play balance put the kibosh on letting entourage be entirely unrestricted, so it was settled on having three creatures in your entourage felt about right. This allows for deeper deckbuilding and play as all players have essentially three commanders. But to add a wrinkle to the play pattern, creatures with entourage have a condition that has to be met if you want to cast them on curve. This allows for some interesting deckbuilding and play patterns that players lean into to get their entourage into the party action. Since the party Gods are much more powerful than any other creatures you will find in your entourage, they have a unique restriction that requires that you have previously cast another creature from your entourage to get them out on curve. The party gods aren't interested in showing up until the party is raging. All of the God's of Ambrose are named and flavored after characters from the Entourage TV series, though don't expect any mechanical connection to the show, all mechanics were designed to fit within the uninvited limited format.

For limited play even though you will open six entourage creatures in your sealed pool, only up to three can be played in the entourage, but any number of creatures with entourage can be played in your main deck, which lends to interesting decisions on how to manage entourage creatures with splash colors. Do you play your on color creatures in the main and run the splash creatures in the entourage? There's no right or wrong way to deck build with entourage.
Light up the Night
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WUBRG – Light up the Night:

As you light up the night, you get an emblem named The Night if you don't have one. Then your emblem gains its next ability and you choose a creature you control to become or remain your party alpha.

• You can light up the night even if you don't control a creature.
• Each time you light up the night, you must choose a creature if you control one.
• The Night gains its abilities in order from top to bottom.
• Each player can have only one emblem named The Night and only one party alpha at a time.

1. If you choose a creature that isn't already your party alpha, put a +1/+1 counter on it. It becomes euphoric.
Your party alpha is legendary and it can't be blocked by creatures with power 2 or less.
2. Your party alpha has ward 2.
3. Whenever your party alpha attacks, you may search your library for a Bar card, reveal it, put it into your hand, then shuffle.
4. Whenever your party alpha attacks, it deals X damage to any target and you gain X life, where X is the number of attacking euphoric creatures you control.

Most of MTG's mechanics these days rely on outside of the game mechanics or reskins of existing mechanics. When exploring for mechanical ideas to set up Uninvited I opted for a mechanic that does both. Light up the night is a variant of 'the ring temps you' and is essentially a mechanical reskin in flavor of this new world. The nature of 'light up the night' functions precisely the same way 'the ring temps you' functions. Only the emblem abilities have been changed to better fit the other mechanics and nature of the Uninvited world.

Balance was a bit of an issue with this template, and thusly the first ability stuck pretty closely to 'the ring temps you' in terms of functionality. The latter half the abilities were given a power bump as it's less often that players get their emblem up to those levels so the abilities can stagger and provide new and different benefits. For flavor, In the world of Ambrose, all bow down to their party alpha overlords, and the more hopping the party full of euphoric creatures, the more damage your party alpha is poised to cause.
Libations
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Create a Libation token. (It's an artifact with "2, T, Sacrifice this artifact: Put a +1/+1 counter on target creature. It becomes euphoric. Activate only as a sorcery.)

1. Libation tokens have an activated ability that can be activated only by the active player during their main phase and only as a sorcery.
2. Euphoric is a designation that has no rules meaning other than to act as a marker that other spells and abilities can identify.
3. Once a creature becomes euphoric it stays euphoric until it leaves the battlefield.
4. Since there is no built-in restriction, a creature can become euphoric repeatedly, but it will still just 'be' euphoric. There's no stacking. Triggers looking for 'become euphoric' events will trigger with each resolution.

Early in the mechanical exploration of Uninvited, I know that drinks were going to a central part of the party experience, and Libation tokens became the key to actualizing on that concept. The Libation token is a new type of artifact token that during a time I had batched in with other artifact tokens that I named 'utility' tokens with select types that could be randomized with a simple D6. But in the last year WOTC has been belching out new token type after type, so trying to batch so many tokens together became untenable. There's still a remnant of that batch effort that can be found with 'Supply' tokens that includes Food, Libations, and Treasure. The three primary token types within Uninvited. Some other artifact tokens can be found spread out across the set, but mainly just as one-off designs.

Libations have two effects. At sorcery speed you can put a +1/+1 counter on any creature. Teammates and opponents included, so there's lots of room for strategy there. A Libation's secondary effect is making a creature that consumes it 'euphoric'. Euphoric like MTG's other marker states simply marks a creature as euphoric without any implicit rules meaning. Instead other cards and effects will be looking for those moments when a creature becomes euphoric. Because the ability doesn't check on resolution if the creature is already euphoric, provided you have enough Libations, you can continually make the same creature euphoric over and over again (That'll be one drunk creature!).
Mad Skillz
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WUBRG – Mad Skillz

Mad Skillz — When Soya-Street Rival enters the battlefield, you may initiate a minigame with an opponent. (Paper football, quarters, beer pong, etc are minigames.)

1. Mad Skillz is an action word without rules meaning that tie multiple triggers together thematically. (Think landfall. Basically flavor text.)
2. These events involve playing games outside of the game of magic. Nothing that happens in these subgames can be interacted with in the rules of magic the gathering.
3. The winners of mad skillz competitions are checked at the resolution of the triggered ability at the end of the competition.

It wouldn't be a party if there weren't games to be played. Expect to find many opportunities to get meta with Uninvited and find games within games to win. I had originally wanted to retain the feeling of drinking games being the predominate aspect of the Mad Skillz competitions, but since Uninvited tries to be a set about partying beyond just the college/frat party trope, trying to make the Mad Skillz about drinking games wasn't going to work. The other strike against drinking game is it's really hard to set up to play some kind of tabletop drinking game in the middle of having a table full of MTG games being played. For that reason, many of the Mad Skillz competitions became about minigames more than party games. Some of the games are specifically designated for two players to make for fast minigames, but a few of the more complex Mad Skillz do involve all players which allows for better chaos in a multiplayer game such as 2HG or team based play.

You can expect to be called into any of the following competitions during a game of Uninvited:
• Initiate a minigame
• Initiate a game of tick-tack-toe
• Initiate a game of Two Truths and a Lie
• Initiate a trivial pursuit™ with all players
• Initiate a game of three card monte
• Initiate a game of Countdown™ with all players
• Initiate a thumb war
• Initiate a game of Wheel of Fortune™
Ante
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WUBRG – Ante

Ante 2 (Exile the top two cards of your library. If you lose this game, your opponents may play those cards in their decks against you.)

1. Ante is checked on the resolution of a spell. If a spell with Ante resolves, you'll take the action of exiling the specified number of cards from the top of your deck before completing that spell's other actions.
2. It's the responsibility of your opponents to determine how any Ante cards are being divvied up in a multiplayer game.

Ante is back, but in a brand-new way. Ante appears on a cycle of rare cards that are overpowered. So to weave in a drawback to play these amazing spells, you will have gamble with your deck. Unlike the actual act of anteing as introduced in the original alpha MTG rules, the mechanic ante is designed to only punish you against your current opponents. Whenever you resolve a spell with ante, you will exile the specified number of cards off the top of your library. If you lose that game your opponents will get to choose how to divvy up the cards you anted and will now have the opportunity to play those cards against you in their decks for as long as they remain your opponent. Once that player stops being your opponent (you move on to the next round of a tournament, or the event ends) those cards are returned to their owner. Get read to go wild with ante, but you better hope you win.
Minor Mechanics of Uninvited
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Visiting Mechanics

Uninvited draws on MTG's thirty years of mechanics for many visiting mechanics. Like a visiting celebrity to your party, many of MTG's past mechanics appear as one-off opportunities where they made sense to make an appearance.

Ascend, Battle-cry, Bolster, Buyback, Changeling, Clash, Demonstrate, Dash, Dredge, Encore, Entwine, Escalate, Evoke, Evolve, Exalted, Flanking, Flashback, Flip, Goad, Infect, Kicker, Last strike, Living Weapon, Mentor, Miracle, Ninjutsu, Outlast, Overload, Persist, Provoke, Renown, Replicate, Roll a D20, Skulk, Spectacle, Split Second, Suspend, Tribal, Undying, Wither,


Gamer Creature Cycle

A cycle of ten two colored legendary gamers appears in this set named after most of the players that playtest the set. I had already designed these cards and just needed a place to put them. Since Unsets are pretty much anything goes I made them home here in Uninvited. Their mechanics and themes aren't specific related to the party nature of Uninvited, but their power level and designs slot in well into any cube environment.

Commanding Enchantments

An idea I had early on, as wizards only markets to commander now, was to create a cycle of cards you wouldn't expect to be your commander that can be your commander. Kind of like the cycle of planeswalkers that can be your commander. They play with experience counters to keep them powered up over the course of a game which was important as the only the white enchantment is capable of killing an opponent without additional support.

Callbacks, throwbacks and puns,

All are too numerous to call attention to here, but expect to find plenty of references to MTG's past and present along with some great puns to fill out your night partying.

Celebrity Cameos

The glitterati are out in force on Ambrose, so expect to maybe find a few familiar faces floating around in card arts. None of the cards are named specifically for any celebrities (Though the player series used many same name celebrities as stand-ins for the player portraits) but you may find familiar faces taking on the roles of many of Ambrose's denizens. Over 20 celebrity faces will appear across Uninvited, so I challenge you to see how many you can spot!
The draft Strategies Uninvited
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W/U

White/Blue features the anticks of Ambrose's entertainers, and these performers are ready and willing to take you on a wild journey. The performers of Ambrose want to send you off to another world before you crash back to reality, so look for effects that enable to you exile creatures from the battlefield to enable the journey triggers of your performers.

Journey — Whenever a creature is exiled from the battlefield,

1. Journey is an action word without rules meaning that tie multiple triggers together thematically involving cards being exiled from the battlefield. (Think landfall. Basically flavor text.)
2. A/B mechanic, requires support cards to utilize the ability (Flicker effects).
3. Flicker effects can be utilized potentially offensively and defensively.
4. Associated with the Performer creature type.


U/B

The Rogues of Soya-Street are always up to no good so expect them to cause a kerfuffle or brewhaha where ever they show up. They are sneaky and viscous and always happy to stir the pot no matter who's party they wandered into, so expect to put your defenses up when you catch wind of their antics. Look for ways to make you Rogues more evasive as they come equipped with combat damage triggers to really dig into your opponents. If your Rogues are having a good time and euphoric, expect to power up their triggers in exciting ways.

Brewhaha — Whenever ~ deals combat damage to a player [Effect], if it's euphoric,+[Effect]

1. Brewhaha is an action word without rules meaning that tie multiple triggers together thematically involving cards being exiled from the battlefield. (Think landfall. Basically flavor text.)
2. Look for synergy to get value from evasive creatures.
3. Associated with the Rogue creature type.

B/R

The Battleravers of Ambrose have come to kick ass and chew bubblegum, and they're all out of gum. Best clear the dancefloor because tonight someone is going to get served. The battleravers have no fear of collateral damage just as long as they can dance and fight, there is no greater dream. Get ready to send out wave after wave of Dancers at your opponents, because in the end they don't care who wins and who dies just as long as someone got served.

You Got Served — Whenever a creature you control dies,

1. You Got Served is an action word without rules meaning that tie multiple triggers together thematically creating negative states when your opponents creatures become euphoric. (Think landfall. Basically flavor text.)
2. Associated with the Dancer creature type.


R/G

The Moonmirthed Warriors of Ambrose spend their days at the gym and their nights out strutting their stuff. You're going to have a swole time when in the company of the moonmirthed, so put on your best muscle shirt and get out there and show off those guns, because tonight, creatures with power 4 or greater are made of the right stuff. In a set full of ways to grow creatures with +1/+1 counters, expect to get value in bulking up your creatures to power 4 or greater.

Ripped — If you control a creature with power 4 or greater,
1. Ripped is an action word without rules meaning that tie multiple triggers together thematically to create positive situations whenever a creature you control becomes euphoric. (Think landfall. Basically flavor text.)
2. Associated with the Warrior creature type.


G/W

The Glitterati Socialites are out in force on the streets of Ambrose looking to insert themselves into the center of any party they can find. There is no greater feeling than being surrounded by adoring fans, so expect to find the Glitterati where ever a crowd has gathered. They may not be the hosts at the parties they frequent, but that doesn't mean they won't invite everyone they know to come party with them. Look out for opportunities to have as many creatures enter the battlefield as possible to power up your Socialites on Ambrose. They embrace that true 'go wide' strategy of filling their home and battlefield with as many creatures as possible.

Invite — Whenever another creature enters the battlefield under your control,

1. Invite is an action word without rules meaning that tie multiple triggers together thematically to create positive situations whenever a creature you control becomes euphoric. (Think landfall. Basically flavor text.)
2. A reskin of flavor on "alliance".
3. Associated with the Socialite creature type.


W/B

The Noverati are a fraternal brotherhood of for-hire Bouncers ready to patrol the streets to keep the riff-raff under control. Just because they are keeping the peace doesn't mean they aren't selfish or mean about it. The Noverati aren't beheld to the Partytown government and are looking out for their own interests as much as are they looking out to keep people from getting out of line. With a keen eye, expect your Bouncers to be on the look out and reacting whenever a creature is getting euphoric. It doesn't matter who is getting euphoric, the Noverati want to keep Ambrose's euphoria kept to a minimum and enforce the cover charge for being out partying every night.

Cover Charge — Whenever another creature becomes euphoric,

1. Cover Charge is an action word without rules meaning that tie multiple triggers together thematically to create positive situations whenever a creature you control becomes euphoric. (Think landfall. Basically flavor text.)
2. Associated with the Bouncer creature type.

U/R

The Wizards of Ambrose spend all day in their labs crafting concoctions, and their evenings hitting the streets drinking cocktails. For Ambrose's nightlife seekers, the nightglow of Ambrose's pub districts is beacon to race through, as there is never enough time in the night to visit them all. Expect the Wizards of Abrose to be on a mad dash to visit every Bar they can fit into a single night. The more Bars you discover, the more your Wizards will be knocking one back.

Knock One Back — Sacrifice a Libation: [effect].

1. Knock one Back is an action word without rules meaning that tie multiple triggers together thematically to create positive situations whenever you sacrifice a Libation. (Think landfall. Basically flavor text.)
2. The costs surrounding a knock on back activate will vary, but will always include the sacrificing a Libation for an alternate effect to a Libation's standard sacrifice ability.
3. Libation is a subtype featured on artifacts.


B/G

The kitchen staff and cooks of the Kushina district are dedicated to ensuring your catering needs are taken care of, though there's no guarantee to the quality of food your going to get. Under paid and overworked, the Cooks of Kushina just want to get the job done by any means, and the Partytown government has no health codes to violate, so eat Kushina cuisines at your own risk. Despite how bad the food may be, the Cooks of Kushina put great pride in their menu's so prepare to put some food up to your mouth and face the consequences, because it doesn't matter what party you attending, someone tonight is going to get baked.

The original concept design for black/green was stoners that would get your opponents creatures high (granting them last strike). The balance was tough to make an entire strategy around last strike as it's pretty devastating in combat. The stoner nature was abandoned for Food tokens. In the leap from getting high to eating food I kept some of the stoner iconography intact so 'get baked' has a double meaning in light of the set's evolution.

Get Baked — Whenever you sacrifice a Food,

1. Get Baked is an action word without rules meaning that tie multiple triggers together thematically to create positive situations whenever a creature you control becomes euphoric. (Think landfall. Basically flavor text.)
2. Food is an artifact token with an activated ability.
3. Associated with the Cook and Waiter creature types.





R/W

Much like the Performers of Ambrose, the musicians and Bards are ready to put on a show and rock your world. They know that no party is complete without a kicking beat and they are ready to race out onto the stage to knock your socks off, and maybe your block off if you're not paying attention. Get ready to let out a rebel yell when the Bards of Ambrose take the stage, because when their audience gets in the groove their music is an unstoppable force. Expect to pair your bards with plenty of Libations because they won't really kick into the next gear until they've got a captive audience to play to.

In the Groove — if you control three or more euphoric creatures and/or Libations

1. In the Groove is an action word without rules meaning that provides a threshold state once you control three or more euphoric creatures and/or Libations in any combination of those things. (Think landfall. Basically flavor text.)
2. State based effects are constantly checking to see if you meet the criteria for in the groove. So it's possible to have the effect turned on and off multiple times in the same turn because it's a state based effect.
3. Associated with the Bard creature type.


G/U

The bureaucrats of the Partytown government want you to have a great time, but ensuring that planet wide parties can happen every night is a daunting feat of coordination and planning. Thankfully Partytown's Advisors are ready to take up the mantle of crafting those plans for you. Expect to need to stock up on party supplies so artifacts will matter in a big way when employing Partytown's Advisors to ensure your party is kicking.

Stock Up — Whenever an artifact enters the battlefield under your control,

1. Stock Up is an action word without rules meaning that tie multiple triggers together thematically to create positive situations whenever a creature you control becomes euphoric. (Think landfall. Basically flavor text.)
2. Associated with the Advisor creature type.
"Easy Dude. You're being very Un-Dude."

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