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When Acererak enters, if you haven't completed Tomb of Annihilation, return Acererak to its owner's hand and venture into the dungeon. Whenever Acererak attacks, for each opponent, you create a 2/2 black Zombie creature token unless that player sacrifices a creature of their choice.
Flying, lifelink, haste
Flying Whirlwind — When this creature enters, return up to one other target creature to its owner's hand.
Flying When this creature enters, target creature gets +1/+1 and gains flying until end of turn.
Search the Room — 5U: Roll a d20. 1—9 | Draw a card. 10—20 | 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.
As long as this creature is equipped, it has menace. (It can't be blocked except by two or more creatures.)
Binding Contract — If you would draw a card, exile the top card of your library face down instead. BBB: Draw seven cards. B: Return all cards exiled with Asmodeus to their owner's hand and you lose that much life.
Whenever you discard a card, exile that card from your graveyard. 2, T: Draw a card, then discard a card. 4, T, Sacrifice this artifact: Return all cards exiled with this artifact to their owner's hand.
When this creature enters, choose one — • Antimagic Cone — Each opponent sacrifices an enchantment of their choice. • Fear Ray — Creatures you control gain menace until end of turn. (A creature with menace can't be blocked except by two or more creatures.)
Counter target creature or planeswalker spell. Venture into the dungeon. (Enter the first room or advance to the next room.)
(Gain the next level as a sorcery to add its ability.) If you would roll one or more dice, instead roll that many dice plus one and ignore the lowest roll. 1R: Level 2 Whenever you roll one or more dice, target creature you control gets +2/+0 and gains menace until end of turn. 2R: Level 3 Creatures you control have haste.
(Gain the next level as a sorcery to add its ability.) Legendary creatures you control enter with an additional +1/+1 counter on them. RG: Level 2 Legendary spells you cast cost RG less to cast. This effect reduces only the amount of colored mana you pay. 3RG: Level 3 Whenever you cast a legendary spell, exile the top two cards of your library. You may play them this turn.
When Barrowin enters, venture into the dungeon. (Enter the first room or advance to the next room.) Whenever Barrowin attacks, return up to one creature card with mana value 3 or less from your graveyard to the battlefield if you've completed a dungeon.
1R: Goblins you control get +1/+0 and gain haste until end of turn. Pack tactics — Whenever this creature attacks, if you attacked with creatures with total power 6 or greater this combat, create a 1/1 red Goblin creature token that's tapped and attacking.
Flying Acid Breath — When this creature enters, target creature an opponent controls gets -3/-3 until end of turn.
Double strike Teleport — 3W: This creature phases out. (Treat it and anything attached to it as though they don't exist until your next turn.)