46 cards where the text includes “{0}:” and (the card is available on Paper)

Avizoa {3}{U}

Creature — Jellyfish

Flying

{0}: Avizoa gets +2/+2 until end of turn. You skip your next untap step. Activate only once each turn.

2/2
Blessing of Leeches {2}{B}

Enchantment — Aura

Flash

Enchant creature

At the beginning of your upkeep, you lose 1 life.

{0}: Regenerate enchanted creature.

Blinking Spirit {3}{W}

Creature — Spirit

{0}: Return Blinking Spirit to its owner’s hand.

2/2
Chimeric Idol {3}

Artifact

{0}: Tap all lands you control. Chimeric Idol becomes a 3/3 Turtle artifact creature until end of turn.

Chronatog {1}{U}

Creature — Atog

{0}: Chronatog gets +3/+3 until end of turn. You skip your next turn. Activate only once each turn.

1/2
Chronatog Totem {3}

Artifact

{T}: Add {U}.

{1}{U}: Chronatog Totem becomes a 1/2 blue Atog artifact creature until end of turn.

{0}: Chronatog Totem gets +3/+3 until end of turn. You skip your next turn. Activate only once each turn and only if Chronatog Totem is a creature.

Dark Maze {4}{U}

Creature — Wall

Defender (This creature can’t attack.)

{0}: Dark Maze can attack this turn as though it didn’t have defender. Exile it at the beginning of the next end step.

4/5
Deadhead {3}{B}

Creature — Zombie

{0}: Return Deadhead from your graveyard to the battlefield. Activate only if an opponent isn’t touching their hand (of cards).

3/3
Dream Coat {U}

Enchantment — Aura

Enchant creature

{0}: Enchanted creature becomes the color or colors of your choice. Activate only once each turn.

Eater of the Dead {4}{B}

Creature — Horror

{0}: If Eater of the Dead is tapped, exile target creature card from a graveyard and untap Eater of the Dead.

3/4
Entirely Normal Armchair

Artifact

During your turn, if Entirely Normal Armchair is in your hand, you may hide it on the battlefield.

{0}: Return Entirely Normal Armchair to its owner’s hand. Only your opponents may activate this ability and only if they see Entirely Normal Armchair.

{2}, Sacrifice Entirely Normal Armchair: Destroy target attacking creature.

Flowstone Hellion {4}{R}

Creature — Hellion Beast

Haste

{0}: Flowstone Hellion gets +1/-1 until end of turn.

3/3
Frenetic Efreet {1}{U}{R}

Creature — Efreet

Flying

{0}: Flip a coin. If you win the flip, Frenetic Efreet phases out. If you lose the flip, sacrifice Frenetic Efreet. (While it’s phased out, it’s treated as though it doesn’t exist. It phases in before you untap during your next untap step.)

2/1
Frenetic Sliver {1}{U}{R}

Creature — Sliver

All Slivers have “{0}: If this permanent is on the battlefield, flip a coin. If you win the flip, exile this permanent and return it to the battlefield under its owner’s control at the beginning of the next end step. If you lose the flip, sacrifice it.”

2/2
Gaea's Touch {G}{G}

Enchantment

{0}: You may put a basic Forest card from your hand onto the battlefield. Activate only as a sorcery and only once each turn.

Sacrifice Gaea’s Touch: Add {G}{G}.

Ghost Town

Land

{T}: Add {C}.

{0}: Return Ghost Town to its owner’s hand. Activate only if it’s not your turn.

Haunted Plate Mail {4}

Artifact — Equipment

Equipped creature gets +4/+4.

{0}: Until end of turn, Haunted Plate Mail becomes a 4/4 Spirit artifact creature that’s no longer an Equipment. Activate only if you control no creatures.

Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.)

Hopping Automaton {3}

Artifact Creature — Construct

{0}: Hopping Automaton gets -1/-1 and gains flying until end of turn.

2/2
Hyalopterous Lemure {4}{B}

Creature — Spirit

{0}: Hyalopterous Lemure gets -1/-0 and gains flying until end of turn.

4/3
Instill Energy {G}

Enchantment — Aura

Enchant creature

Enchanted creature can attack as though it had haste.

{0}: Untap enchanted creature. Activate only during your turn and only once each turn.

Jodah's Avenger {5}{U}

Creature — Shapeshifter

{0}: Until end of turn, Jodah’s Avenger gets -1/-1 and gains your choice of double strike, protection from red, vigilance, or shadow. (A creature with shadow can block or be blocked by only creatures with shadow.)

4/4
Kazuul's Toll Collector {2}{R}

Creature — Ogre Warrior

{0}: Attach target Equipment you control to Kazuul’s Toll Collector. Activate only as a sorcery.

3/2
Knowledge Vault {4}

Artifact

{2}, {T}: Exile the top card of your library face down.

{0}: Sacrifice Knowledge Vault. If you do, discard your hand, then put all cards exiled with Knowledge Vault into their owner’s hand.

When Knowledge Vault leaves the battlefield, put all cards exiled with Knowledge Vault into their owner’s graveyard.

Lancers en-Kor {3}{W}{W}

Creature — Kor Soldier

Trample

{0}: The next 1 damage that would be dealt to Lancers en-Kor this turn is dealt to target creature you control instead.

3/3
Lethal Vapors {2}{B}{B}

Enchantment

Whenever a creature enters the battlefield, destroy it.

{0}: Destroy Lethal Vapors. You skip your next turn. Any player may activate this ability.

Martyrdom {1}{W}{W}

Instant

Until end of turn, target creature you control gains “{0}: The next 1 damage that would be dealt to target creature, planeswalker, or player this turn is dealt to this creature instead.” Only you may activate this ability.

Mavinda, Students' Advocate {2}{W}

Legendary Creature — Bird Advisor

Flying

{0}: You may cast target instant or sorcery card from your graveyard this turn. If that spell doesn’t target a creature you control, it costs {8} more to cast this way. If that spell would be put into your graveyard, exile it instead. Activate only once each turn. (You still pay the spell’s costs. Timing rules for the spell still apply.)

2/3
Mist Dragon {4}{U}{U}

Creature — Dragon

{0}: Mist Dragon gains flying. (This effect lasts indefinitely.)

{0}: Mist Dragon loses flying. (This effect lasts indefinitely.)

{3}{U}{U}: Mist Dragon phases out. (While it’s phased out, it’s treated as though it doesn’t exist. It phases in before you untap during your next untap step.)

4/4
Nature's Chosen {G}

Enchantment — Aura

Enchant creature you control

{0}: Untap enchanted creature. Activate only during your turn and only once each turn.

Tap enchanted creature: Untap target artifact, creature, or land. Activate only if enchanted creature is white and untapped and only once each turn.

Nomads en-Kor {W}

Creature — Kor Nomad Soldier

{0}: The next 1 damage that would be dealt to Nomads en-Kor this turn is dealt to target creature you control instead.

1/1
Opal Acrolith {2}{W}

Enchantment

Whenever an opponent casts a creature spell, if Opal Acrolith is an enchantment, Opal Acrolith becomes a 2/4 Soldier creature.

{0}: Opal Acrolith becomes an enchantment.

Outrider en-Kor {2}{W}

Creature — Kor Rebel Knight

Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)

{0}: The next 1 damage that would be dealt to Outrider en-Kor this turn is dealt to target creature you control instead.

2/2
Personal Incarnation {3}{W}{W}{W}

Creature — Avatar Incarnation

{0}: The next 1 damage that would be dealt to Personal Incarnation this turn is dealt to its owner instead. Only Personal Incarnation’s owner may activate this ability.

When Personal Incarnation dies, its owner loses half their life, rounded up.

6/6
Reconnaissance {W}

Enchantment

{0}: Remove target attacking creature you control from combat and untap it.

Sentinel {4}

Artifact Creature — Shapeshifter

{0}: Change Sentinel’s base toughness to 1 plus the power of target creature blocking or blocked by Sentinel. (This effect lasts indefinitely.)

1/1
Shaman en-Kor {1}{W}

Creature — Kor Cleric Shaman

{0}: The next 1 damage that would be dealt to Shaman en-Kor this turn is dealt to target creature you control instead.

{1}{W}: The next time a source of your choice would deal damage to target creature this turn, that damage is dealt to Shaman en-Kor instead.

1/2
Shellephant {1}{G}{G}

Creature — Turtle and/or Elephant

{0}: Choose one. You may activate this ability while Shellephant is in any zone.

• Shellephant has base power and toughness 1/4.

• Shellephant has base power and toughness 3/3.

?/?
Soltari Guerrillas {2}{R}{W}

Creature — Soltari Soldier

Shadow (This creature can block or be blocked by only creatures with shadow.)

{0}: The next time Soltari Guerrillas would deal combat damage to an opponent this turn, it deals that damage to target creature instead.

3/2
Spirit en-Kor {3}{W}

Creature — Kor Spirit

Flying

{0}: The next 1 damage that would be dealt to Spirit en-Kor this turn is dealt to target creature you control instead.

2/2
Spirit Mirror {2}{W}{W}

Enchantment

At the beginning of your upkeep, if there are no Reflection tokens on the battlefield, create a 2/2 white Reflection creature token.

{0}: Destroy target Reflection.

Touch of Vitae {2}{G}

Instant

Until end of turn, target creature gains haste and “{0}: Untap this creature. Activate only once.”

Draw a card at the beginning of the next turn’s upkeep.

Urza's Avenger {6}

Artifact Creature — Shapeshifter

{0}: Urza’s Avenger gets -1/-1 and gains your choice of banding, flying, first strike, or trample until end of turn. (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature’s combat damage, not its controller, among any of the creatures it’s being blocked by or is blocking.)

4/4
Varchild's Crusader {3}{R}

Creature — Human Knight

{0}: Varchild’s Crusader can’t be blocked this turn except by Walls. Sacrifice Varchild’s Crusader at the beginning of the next end step.

3/2
Viscid Lemures {4}{B}

Creature — Spirit

{0}: Viscid Lemures gets -1/-0 and gains swampwalk until end of turn. (It can’t be blocked as long as defending player controls a Swamp.)

4/3
Wandering Fumarole

Land

Wandering Fumarole enters the battlefield tapped.

{T}: Add {U} or {R}.

{2}{U}{R}: Until end of turn, Wandering Fumarole becomes a 1/4 blue and red Elemental creature with “{0}: Switch this creature’s power and toughness until end of turn.” It’s still a land.

Warrior en-Kor {W}{W}

Creature — Kor Warrior Knight

{0}: The next 1 damage that would be dealt to Warrior en-Kor this turn is dealt to target creature you control instead.

2/2

Their mind whirled with grand plans, never thinking of what might happen if they got to the end of the list.