Viridian's Last Mission

Viridian's Last Mission contains 286 cards.
Released: 2021-09-01
Piece Together

Piece Together {W}

Enchantment
At the beginning of each end step, if three or more types of permanents entered the battlefield under your control this turn, draw a card.
The strange machine that was controlling Evelyn bore an unmistakable insignia— the logo of Darkhand Enterprises.
Political Puppeteer

Political Puppeteer {3}{W}

Creature - Cat Advisor
Whenever an artifact enters the battlefield under your control for the first time each turn, you may pay {2}. If you do, add the top card of your library to your evil plan.
3/3
Precarious Evasion

Precarious Evasion {1}{W}

Instant
Prevent all damage that would be dealt to you this turn.
Completing a mission's task is one thing. It takes a truly skilled agent to live to return.
Sainted Agent

Sainted Agent {3}{W}

Creature - Angel Soldier
Flying
If a nontoken creature an opponent controls would die, instead exile that card and put a +1/+1 counter on Sainted Agent.
“I serve Justiciar, yes, but a higher authority guides my aim.”
2/2
Shoot to Kill

Shoot to Kill {W}

Instant
Choose one —
• Shoot to Kill deals 2 damage to target attacking creature.
• Put a +1/+1 counter on target creature. If it's your turn, it gains first strike until end of turn.
Sir Hogginsworth, Quartermaster

Sir Hogginsworth, Quartermaster {1}{W}

Legendary Creature - Fox Artificer
When Sir Hogginsworth, Quartermaster enters the battlefield, search your library for an Equipment card, reveal it, put it into your hand, then shuffle.
Whenever you cast an Equipment spell, choose first strike, flying, or lifelink. Create a Gadget of that type.
1/2
Standard-Issue Firearm

Standard-Issue Firearm {W}

Artifact - Equipment
Endgame
Equipped creature gets +2/+2.
Equip {4}. This ability costs {3} less to activate as long as you're in your endgame.
Suave Jetster

Suave Jetster {4}{W}

Creature - Human Soldier
When Suave Jetster enters the battlefield, create a flying Gadget, then attach it to Suave Jetster.
He looks at the world from above, and understands why some want it all.
3/4
Sweet Talker

Sweet Talker {2}{W}

Creature - Human Minion
When Sweet Talker enters the battlefield, you gain 3 life.
“Have a drink, stay awhile.”
2/3
Swift Gadgeteer

Swift Gadgeteer {1}{W}

Creature - Human Artificer
Whenever an artifact enters the battlefield under your control, target creature gets +1/+1 until end of turn.
Some Justiciar agents still carry swords alongside their firearms. For some, it's a matter of having more experience. For others, it's just to look cool.
2/2
Take Out

Take Out {W}

Sorcery
Destroy target tapped creature.
It never pays to know too much.
Taranka's Cohort

Taranka's Cohort {1}{W}

Creature - Cat Minion
{W}, {T}: Tap target creature.
“You've got a lot of nerve, standing up to the boss. He sends his regards.”
1/2
White Spy

White Spy {1}{W}

Creature - Human Soldier
When White Spy enters the battlefield, create a first strike Gadget, then attach it to White Spy.
Enchanted creatures and equipped creatures you control have hexproof from black.
2/2
Workshop Crawler

Workshop Crawler {3}{W}

Artifact Creature - Insect
When Workshop Crawler enters the battlefield, you may pay {X}. If you do, put X +1/+1 counters on it.
“The handiest things, these critters. You need a tool? They'll bring it. Need to test a weapon? They'll stand perfectly still.”
— Sir Hogginsworth, Quartermaster
3/3
You Only Live Twice

You Only Live Twice {3}{W}

Enchantment - Aura
Enchant creature
Enchanted creature gets +3/+3.
When enchanted creature dies, return that card to its owner's hand.
It can never hurt to go a bit beyond human limitations.
Adept Arcanist

Adept Arcanist {3}{U}

Creature - Human Wizard
When Adept Arcanist enters the battlefield, create a ward {2} Gadget, then attach it to Adept Arcanist.
Invention and magic working in perfect harmony.
3/4
Ancestral Scheme

Ancestral Scheme {U}

Instant
Add the top three cards of your library to your evil plan.
Evil runs in the family.
Awoken Thunderer

Awoken Thunderer {2}{U}{U}

Creature - Nightmare Sphinx
Flying
Endgame
Whenever Awoken Thunderer attacks, surveil 2. When you do, if you're in your endgame, you may return target instant or sorcery card from your graveyard to your hand.
4/4
Brain Backup

Brain Backup {1}{U}

Creature - Brain
{T}: Surveil 1. Activate only as a sorcery.
It always pays to have a Plan B.
0/4
City Soarer

City Soarer {2}{U}

Creature - Human Soldier
When City Soarer enters the battlefield, create a flying Gadget and a ward {2} Gadget, then attach them to City Soarer.
As swift and deadly as a bullet.
2/2
The Clock is Ticking

The Clock is Ticking {2}{U}{U}

Enchantment
At the beginning of each opponent's end step, put a time counter on The Clock is Ticking. When you do, choose one for each time counter on The Clock is Ticking. You may choose the same mode more than once.
• Target player mills a card.
• Draw a card, then discard a card.
Clone

Clone {3}{U}

Creature - Shapeshifter
You may have Clone enter the battlefield as a copy of any creature on the battlefield.
If it's worth summoning once...
0/0
Codename: Wise Guy

Codename: Wise Guy {2}{U}

Legendary Creature - Otter Soldier
When Codename: Wise Guy enters the battlefield, create a prowess Gadget, then attach it to Codename: Wise Guy.
Whenever Wise Guy deals combat damage to a player, draw that many cards.
1/1
Conniving Spy

Conniving Spy {2}{U}

Creature - Human Minion
When Conniving Spy enters the battlefield, surveil 1, then add the top card of your library to your evil plan.
2/3
Conquest Terminal

Conquest Terminal {1}{U}

Artifact
Endgame
{T}: Target player mills a card. If you're in your endgame, that player mills two cards instead.