When Jester's Scepter enters the battlefield, exile the top five cards of target player's library face down. You may look at those cards for as long as they remain exiled.
, , Put a card exiled with Jester's Scepter into its owner's graveyard: Counter target spell if it has the same name as that card.
Flying, first strike
Soulshift 5 (When this creature dies, you may return target Spirit card with converted mana cost 5 or less from your graveyard to your hand.)
You don't lose the game for having 0 or less life.
Whenever you lose life, sacrifice a permanent for each 1 life you lost. (Damage causes loss of life.)
Whenever a creature an opponent controls dies, you may pay . If you do, return that card to the battlefield under your control. If it's a creature, it's a Zombie in addition to its other creature types.
: Regenerate target Zombie.
Target creature gets -1/-1 until end of turn. Scry 2. (Look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
At the beginning of your end step, Magmatic Core deals X damage divided as you choose among any number of target creatures, where X is the number of age counters on it.
Equipped creature has fear. (It can't be blocked except by artifact creatures and/or black creatures.)
Whenever equipped creature deals combat damage to a player, you may draw a card.
Equip
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
Whenever Merfolk Spy deals combat damage to a player, that player reveals a card at random from their hand.
Imprint — Whenever a nontoken creature dies, you may exile that card. If you do, return each other card exiled with Mimic Vat to its owner's graveyard.
, : Create a token that's a copy of a card exiled with Mimic Vat. It gains haste. Exile it at the beginning of the next end step.
Choose a nonland card name, then reveal the top card of your library. If that card has the chosen name, you draw three cards.
mise 'miz v alter. of might as well (1997) 1: to win when you don't deserve to 2: to top-deck the "tings" you need 3: to be rewarded by an opponent's bad luck 4: to coin a phrase that spreads through the tournament scene like wildfire 5: to fling a monkey 6: to split firewood using a sharp instrument 7: To burn