Secret Lair Drop

Command Tower

Command Tower
(Cybertron)

Land
{T}: Add one mana of any color in your commander's color identity.
Millions of years of history forged, forgotten, and transformed.
Related card: Tower Winder
Tireless Tracker

Tireless Tracker {2}{G}

Creature - Human Scout
Landfall — Whenever a land you control enters, investigate.
Whenever you sacrifice a Clue, put a +1/+1 counter on this creature.
"Tell me, Muse, of that man, so ready at need, who wandered far and wide."
—Homer, The Odyssey
3/2
Swords to Plowshares

Swords to Plowshares {W}

Instant
Exile target creature. Its controller gains life equal to its power.
Merfolk of the Pearl Trident

Merfolk of the Pearl Trident {U}

Creature - Merfolk
Most human scholars believe that Merfolk are the survivors of sunken Atlantis, humans adapted to the water. Merfolk, however, believe that humans sprang forth from Merfolk who adapted themselves in order to explore their last frontier.
1/1
Lord of the Pit

Lord of the Pit {4}{B}{B}{B}

Creature - Demon
Flying, trample
At the beginning of your upkeep, sacrifice a creature other than this creature. If you can't, this creature deals 7 damage to you.
7/7
Shivan Dragon

Shivan Dragon {4}{R}{R}

Creature - Dragon
Flying
{R}: This creature gets +1/+0 until end of turn.
While it's true most Dragons are cruel, the Shivan Dragon seems to take particular glee in the misery of others, often tormenting its victims much like a cat plays with a mouse before delivering the final blow.
5/5
Related cards: Darigaaz, Shivan Champion Garth One-Eye Sarkhan, Wanderer to Shiv
Giant Growth

Giant Growth {G}

Instant
Target creature gets +3/+3 until end of turn.
Related card: Brute Force
Maro

Maro {2}{G}{G}

Creature - Elemental
Maro's power and toughness are each equal to the number of cards in your hand.
No two draw the same Maro.
*/*
Related card: Convention Maro
Maro

Maro {2}{G}{G}

Creature - Elemental
Maro's power and toughness are each equal to the number of cards in your hand.
No two draw the same Maro.
*/*
Related card: Convention Maro
Thought-Knot Seer

Thought-Knot Seer {3}{C}

Creature - Eldrazi
When this creature enters, target opponent reveals their hand. You choose a nonland card from it and exile that card.
When this creature leaves the battlefield, target opponent draws a card.
4/4
Diabolic Tutor

Diabolic Tutor {2}{B}{B}

Sorcery
Search your library for a card, put that card into your hand, then shuffle.
Delver of Secrets
Insectile Aberration

Delver of Secrets {U}

Creature - Human Wizard
At the beginning of your upkeep, look at the top card of your library. You may reveal that card. If an instant or sorcery card is revealed this way, transform this creature.
Insects always occupied a special place in the wizard's heart.
1/1
Card has other part: Insectile Aberration
Insectile Aberration
Delver of Secrets

Insectile Aberration

Creature - Human Insect
(Color indicator: Insectile Aberration is blue)
Flying
Now insects occupy a special place in his lungs, intestines, liver, kidneys, eyeballs...
3/2
Card has other part: Delver of Secrets
Brainstorm

Brainstorm {U}

Instant
Draw three cards, then put two cards from your hand on top of your library in any order.
James would let his duck compose now and then, but never make the tea!
Related card: Tome of Gadwick
Lightning Strike

Lightning Strike {1}{R}

Instant
Lightning Strike deals 3 damage to any target.
Fleshbag Marauder

Fleshbag Marauder {2}{B}

Creature - Zombie Warrior
When this creature enters, each player sacrifices a creature of their choice.
The slaughter of his people by unliving monsters, . . .
3/1
Zur the Enchanter

Zur the Enchanter {1}{W}{U}{B}
(Post the Enchanter)

Legendary Creature - Human Wizard
Flying
Whenever Zur attacks, you may search your library for an enchantment card with mana value 3 or less, put it onto the battlefield, then shuffle.
1/4
Fabled Passage

Fabled Passage

Land
{T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land.
Themberchaud

Themberchaud {4}{R}{R}{R}

Legendary Creature - Dragon
Trample
When Themberchaud enters, he deals X damage to each other creature without flying and each player, where X is the number of Mountains you control.
You may exert Themberchaud as he attacks. When you do, he gains flying until end of turn.
5/5
Braid of Fire

Braid of Fire {1}{R}

Enchantment
Cumulative upkeep—Add {R}.
The prominence danced before the shaman, a tangle of power and flame—his to unravel.
Cleansing Nova

Cleansing Nova {3}{W}{W}

Sorcery
Choose one —
• Destroy all creatures.
• Destroy all artifacts and enchantments.
An opal that holds limitless fire... my love.
Leaving the world anew
With its cleansing embrace.
Sigarda's Aid

Sigarda's Aid {W}

Enchantment
You may cast Aura and Equipment spells as though they had flash.
Whenever an Equipment you control enters, you may attach it to target creature you control.
"Avacyn is gone, yet you remain."
—Traveler's prayer to Sigarda
Selfless Savior

Selfless Savior {W}

Creature - Dog
Sacrifice this creature: Another target creature you control gains indestructible until end of turn.
"I never had the chance to say 'thank you.' Or 'goodbye.'"
—Sarvag, eulogy for a friend
1/1
Seraph Sanctuary

Seraph Sanctuary

Land
When this land enters, you gain 1 life.
Whenever an Angel you control enters, you gain 1 life.
{T}: Add {C}.
Gríma Wormtongue

Gríma Wormtongue {2}{B}

Legendary Creature - Human Advisor
Your opponents can't gain life.
{T}, Sacrifice another creature: Target player loses 1 life. If the sacrificed creature was legendary, amass Orcs 2.
1/4