Set:
Duskmourn: Archenemy
Type:
Scheme
Rarity:
Common
When you set this scheme in motion, any number of target players each discard their hands. Each opponent draws card...
Set:
Duskmourn: Archenemy
Type:
Scheme
Rarity:
Common
When you set this scheme in motion, choose up to two target creatures your opponents control. For each one, create ...
Set:
Duskmourn: Archenemy
Type:
Scheme
Rarity:
Common
When you set this scheme in motion, each opponent who has more than five cards in hand discards cards equal to the ...
Set:
Duskmourn: Archenemy
Type:
Scheme
Rarity:
Common
When you set this scheme in motion, each player mills three cards. Then you put a permanent card from among the mil...
Set:
Duskmourn: Archenemy
Type:
Scheme
Rarity:
Common
When you set this scheme in motion, it deals damage equal to your commander's mana value to each noncommander creat...
Set:
Duskmourn: Archenemy
Type:
Scheme
Rarity:
Common
When you set this scheme in motion, you may redistribute any number of life totals. (Each affected player or team g...
Set:
Duskmourn: Archenemy
Type:
Scheme
Rarity:
Common
When you set this scheme in motion, choose one. If you control six or more lands, choose both instead.• Create thre...
Set:
Duskmourn: Archenemy
Type:
Scheme
Rarity:
Common
When you set this scheme in motion, each opponent sacrifices a nonland permanent. If you control six or more lands,...
Set:
Duskmourn: Archenemy
Type:
Scheme
Rarity:
Common
When you set this scheme in motion, each opponent exiles the top card of their library. You may cast any number of ...
Set:
Duskmourn: Archenemy
Type:
Scheme
Rarity:
Common
When you set this scheme in motion, choose any number of creatures with different mana values. Destroy those creatu...
Set:
Duskmourn: Archenemy
Type:
Scheme
Rarity:
Common
When you set this scheme in motion, create a 2/2 green Ooze creature token, then put a number of +1/+1 counters on ...
Set:
Duskmourn: Archenemy
Type:
Scheme
Rarity:
Common
(An ongoing scheme remains face up until it's abandoned.)Whenever you cast a spell, you may abandon this scheme. If...
Set:
Duskmourn: Archenemy
Type:
Scheme
Rarity:
Common
When you set this scheme in motion, reveal the top two cards of your library and put them into your hand. When you ...
Set:
Duskmourn: Archenemy
Type:
Scheme
Rarity:
Common
When you set this scheme in motion, draw three cards. You have no maximum hand size until your next turn. If you co...
Set:
Duskmourn: Archenemy
Type:
Scheme
Rarity:
Common
When you set this scheme in motion, the next time you would set a scheme in motion, set three schemes in motion ins...
Set:
Duskmourn: Archenemy
Type:
Scheme
Rarity:
Common
When you set this scheme in motion, for each card type among permanents your opponents control, you may put a perma...
Set:
Duskmourn: Archenemy
Type:
Scheme
Rarity:
Common
When you set this scheme in motion, exile cards from the top of your library until you exile a nonland card. You ma...
Set:
Duskmourn: Archenemy
Type:
Scheme
Rarity:
Common
When you set this scheme in motion, choose one —• Draw two cards.• Until end of turn, whenever you cast an instant ...
Near Mint condition cards show minimal or no wear from play or handling and will have an unmarked surface, crisp corners, and otherwise pristine edges outside of minimal handling. Near Mint condition cards appear 'fresh out of the pack,' with edges and surfaces virtually free from all flaws. '
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Lightly Played (LP)'
Lightly Played condition cards can have slight border or corner wear, or possibly minor scratches. No major defects are present, and there are less than 4 total flaws on the card. Lightly Played condition foils may have slight fading or indications of wear on the card face. '
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Moderately Played (MP)'
Moderately Played condition cards have moderate wear, or flaws apparent to the naked eye. Moderately Played condition cards can show moderate border wear, mild corner wear, water damage, scratches , creases or fading, light dirt buildup, or any combination of these defects. '
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Heavily Played (HP)'
Heavily Played condition cards exhibit signs of heavy wear. Heavily Played condition cards may include cards that have significant creasing, folding, severe water damage, heavy whitening, heavy border wear, and /or tearing. '
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Damaged (D)'
Damaged condition cards show obvious tears, bends, or creases that could make the card illegal for tournament play, even when sleeved. Damaged condition cards have massive border wear, possible writing or major inking (ex. white-bordered cards with black-markered front borders), massive corner wear, prevalent scratching, folds, creases or tears. '