Aswan Jaguar Creature - Jaguar 1GG 2/2 When Aswan Jaguar comes into play, target opponent shuffles his/her library then looks at the top cards until he/she finds a creature card. The opponent reveals that card, and you choose a creature type from it. The opponent shuffles his/her library. GG, T: Bury target creature of the chosen type. MP-R Call from the Grave Sorcery 2B Number the creature cards in all graveyards. Roll a die with sides equal to the total of those cards. Put the creature card whose number matches the die roll into play under your control. Call from the Grave deals to you an amount of damage equal to that creature's mana cost. MP-R Faerie Dragon Creature - Dragon 2GG 1/3 Flying. 1GG: Roll on the ChaosMagic list and do the listed effect to a random target. Reroll if you do not get a standard (non-Chaos related) effect. (You must have Chaos Mode enabled to roll.) MP-R Gem Bazaar Land As Gem Bazaar comes into play, roll a 5-sided die; 1=White, 2=Blue, 3=Black, 4=Red, 5=Green. T: Add one mana of the color last rolled to your mana pool. Roll for a color. MP-R Goblin Polka Band Creature - Goblins RR 1/1 2, T, X red mana: Number the creatures in play. Roll a die with sides equal to the total, and tap the creature whose number matches the roll. Repeat rolling until X creatures have matched. Goblins tapped in this way do not untap during their controllers' next untap steps. MP-R Necropolis of Azar Enchantment 2BB Whenever a non-black creature is put into any graveyard from play, put a Husk counter on Necropolis of Azar. 5, Remove a Husk counter: Put a black Spawn of Azar creature token into play with swampwalk. Its power and toughness are each chosen by a 3-sided die roll. MP-R Orcish Catapult Instant XRR Number the creatures in play. Roll a die with sides equal to the total. Repeat this that many times: Roll a die with sides equal to the total creatures. If the roll is a number already rolled, reroll. Put Y -0/-1 counters on the creature whose number matches the roll, where Y is a die roll with (X minus the number of counters placed already) sides. MP-R Pandora's Box Artifact 5 3, T: Each player looks at his/her library and numbers each creature card in it, with following numbers between libraries. Roll a die with sides equal to the total of these cards. The card whose number matches the roll is revealed, then each player shuffles his/her library. For each player, flip a coin. If the flip is heads, put a creature token into play under that player's control that is a copy of the revealed creature card. MP-R Power Struggle Enchantment 2UUU At the beginning of each player's upkeep, that player numbers the artifacts, creatures, and lands he/she controls and chooses one by rolling a die with sides equal to the total. An opponent numbers the permanents he/she controls of the same type as the first chosen permanent and chooses one by rolling a die with sides equal to the total of those permanents. Each player exchanges control of the chosen permanents. MP-R Prismatic Dragon Creature - Dragon 2WW 2/3 Flying. At the beginning of your upkeep, roll a 5-sided die; 1=White, 2=Blue, 3=Black, 4=Red, 5=Green. Prismatic Dragon becomes the rolled color permanently. 2: Roll for a color. Prismatic Dragon becomes the rolled color permanently. MP-R Rainbow Knights Creature - Knights WW 2/1 As Rainbow Knights comes into play, roll a 5-sided die; 1=White, 2=Blue, 3=Black, 4=Red, 5=Green. It has protection from the rolled color permanently. 1: Has first strike until end of turn. WW: Roll a 3 sided die. Until end of turn, Rainbow Knights gets on a 1, no bonus; on a 2, +1/+0; or on a 3, +2/+0. MP-R Whimsy Sorcery XUU Roll X times on the ChaosMagic list and do the listed effects to random targets. Reroll if you do not get a standard (non-Chaos related) effect. (You must have Chaos Mode enabled to roll.) MP-R