Archenemy is out, I think it's not on the Gatherer yet. However, someone on MTGSalvation compiled a card list. Here it is, I removed flavor text and added the set information (apparently, the set code is ARC, which might cause some problems, as the promo
Blue Elemental Blast and
Fireball are already in MWS under that code).
I don't have compilation of normal, reprinted cards, you can either make your own, or just add the schemes for now and wait for official gatherer.
A Display of My Dark PowerScheme
When you set this scheme in motion, until your next turn, whenever a player taps a land for mana, that player adds one mana to his or her mana pool of any type that land produced.
ARC S
All in Good TimeScheme
When you set this scheme in motion, take an extra turn after this one. Schemes can’t be set in motion that turn.
ARC S
All Shall Smolder In My Wake
Scheme
When you set this scheme in motion, destroy up to one target artifact, up to one target enchantment, and up to one target nonbasic land.
ARC S
Approach My Molten RealmScheme
When you set this scheme in motion, until your next turn, if a source would deal damage, it deals double that damage instead.
ARC S
Behold the Power of DestructionScheme
When you set this scheme in motion, destroy all nonland permanents target opponent controls.
ARC S
Choose Your ChampionScheme
When you set this scheme in motion, target opponent chooses a player. Until your next turn, only you or the chosen player can cast spells or attack with creatures.
ARC S
Dance, Pathetic MarionetteScheme
When you set this scheme in motion, each opponent reveals cards from the top of his or her library until he or she reveals a creature card. Choose one of the revealed creature cards and put it onto the battlefield under your control. Put all other cards revealed this way into their owners’ graveyards.
ARC S
Embrace My Diabolical VisionScheme
When you set this scheme in motion, each player shuffles his or her hand and graveyard into his or her library. You draw seven cards, then each other player draws four cards.
ARC S
Every Hope Shall VanishScheme
When you set this scheme in motion, each opponent reveals his or her hand. Choose a nonland card from each of those hands. Those players discard those cards.
ARC S
Every Last Vestige Shall RotScheme
When you set this scheme in motion, you may pay
X. If you do, put each nonland permanent target player controls with converted mana cost
X or less on the bottom of its owner’s library.
ARC S
Evil Comes to FruitionScheme
When you set this scheme in motion, put seven 0/1 green Plant creature tokens onto the battlefield. If you control ten or more lands, put seven 3/3 green Elemental creature tokens onto the battlefield instead.
ARC S
Feed the MachineScheme
When you set this scheme in motion, target opponent chooses self or others. If that player chooses self, he or she sacrifices two creatures. If the player chooses others, each of your other opponents sacrifices a creature.
ARC S
I Bask in Your Silent AweOngoing Scheme
(An ongoing scheme remains face-up until it’s abandoned.)
Each opponent can’t cast more than one spell each turn.
At the beginning of your upkeep, if no if no opponent cast a spell since your last turn ended, abandon this scheme.
ARC S
I Call on the Ancient MagicsScheme
When you set this scheme in motion, each player searches his or her library for a card, reveals it, and puts it into his or her hand. Then you search your library for two cards and put them into your hand. Each player shuffles his or her library.
ARC S
I Delight in Your ConvulsionsScheme
When you set this scheme in motion, each opponent loses 3 life. You gain life equal to the life lost this way.
ARC S
I Know All, I See AllOngoing Scheme
(An ongoing scheme remains face-up until it’s abandoned.)
Untap all permanents you control during each opponent’s untap step.
At the beginning of each end step, if three or more cards were put into your graveyard from anywhere, abandon this scheme.
ARC S
Ignite the Cloneforge!Scheme
When you set this scheme in motion, put a token onto the battlefield that’s a copy of target permanent an opponent controls.
ARC S
Into the Earthen MawScheme
When you set this scheme in motion, exile up to one target creature with flying, up to one target creature without flying, and all cards from up to one target opponent’s graveyard.
ARC S
Introductions Are in OrderScheme
When you set this scheme in motion, choose one — Search your library for a creature card, reveal it, put it into your hand, then shuffle your library; or you may put a creature card from your hand onto the battlefield.
ARC S
Know Naught but FireScheme
When you set this scheme in motion, it deals damage to each opponent equal to the number of cards in that player’s hand.
ARC S
Look Skyward and DespairScheme
When you set this scheme in motion, put a 5/5 red Dragon creature token with flying onto the battlefield.
ARC S
May Civilization CollapseScheme
When you set this scheme in motion, target opponent chooses self or others. If that player chooses self, he or she sacrifices two lands. If the player chooses others, each of your opponents sacrifices a land.
ARC S
Mortal Flesh Is WeakScheme
When you set this scheme in motion, each opponent’s life total becomes the lowest life total among your opponents.
ARC S
My Crushing MasterstrokeScheme
When you set this scheme in motion, gain control of all nonland permanents your opponents control until end of turn. Untap those permanents. They gain haste until end of turn. Each of them attacks its owner if able.
ARC S
My Genius Knows No BoundsScheme
When you set this scheme in motion, you may pay
X. If you do, you gain
X life and draw
X cards.
ARC S
My Undead Horde AwakensOngoing Scheme
(An ongoing scheme remains face-up until it’s abandoned.)
At the beginning of your end step, you pay put target creature card from an opponent’s graveyard onto the battlefield under your control.
When a creature put onto the battlefield with this scheme is put into a graveyard, abandon this scheme.
ARC S
My Wish Is Your CommandScheme
When you set this scheme in motion, each opponent reveals his or her hand. You may choose a noncreature, nonland card revealed this way and cast it without paying its mana cost.
ARC S
Nature Demands An Offering
Scheme
When you set this scheme in motion, target opponent chooses a creature you don’t control. and puts it on top of its owner’s library, then repeats this process for an artifact, an enchantment, and a land. Then the owner of each permanent chosen this way shuffles his or her library.
ARC S
Nature Shields Its OwnOngoing Scheme
(An ongoing scheme remains face-up until it’s abandoned.)
Whenever a creature attacks, and isn’t blocked, if you’re the defending player, put a 0/1 green Plant creature token onto the battlefield blocking that creature.
When you become the defending player for four or more attacking creatures, abandon this scheme at end of combat.
ARC S
Nothing Can Stop Me NowOngoing Scheme
(An ongoing scheme remains face-up until it’s abandoned.)
If a source an opponent controls would deal damage to you, prevent 1 of that damage.
At the beginning of each end step, if you’ve been dealt 5 or more damage this turn, abandon this scheme.
ARC S
Only Blood Ends Your NightmaresScheme
When you set this scheme in motion, each opponent sacrifices a creature. Then each opponent who didn’t sacrifice a creature discards two cards.
ARC S
Perhaps You’ve Met My CohortScheme
When you set this scheme in motion, search your library for a planeswalker card, put it onto the battlefield, then shuffle your library.
ARC P
Plots That Span CenturiesScheme
When you set this scheme in motion, the next time you would set a scheme in motion, set three schemes in motion instead.
ARC P
Realms Befitting My Mastery
Scheme
When you set this scheme in motion, search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle your library.
ARC S
Roots of All EvilScheme
When you set this scheme in motion, put five 1/1 green Saproling creature tokens onto the battlefield.
ARC S
Rotted Ones, Lay SiegeScheme
When you set this scheme in motion, for each opponent, put a 2/2 black Zombie creature token onto the battlefield that attacks that player each combat if able.
ARC S
Surrender Your ThoughtsScheme
When you set this scheme in motion, target opponent chooses self or others. If that player chooses self, he or she discards four cards. If that player chooses others, each of your other opponents discards two cards.
ARC S
The Dead Shall ServeScheme
When you set this scheme in motion, for each opponent, put up to one target creature card from that player’s graveyard onto the battlefield under your control. Each of those creatures attacks its owner each combat if able.
ARC S
The Fate of the FlammableScheme
When you set this scheme in motion, target opponent chooses self or others. If that player chooses self, this scheme deals 6 damage to him or her. If the player chooses others, this scheme deals 3 damage to each of your other opponents.
ARC S
The Iron Guardian StirsScheme
When you set this scheme in motion, put a 4/6 colorless Golem artifact creature token onto the battlefield.
ARC S
The Pieces Are Coming TogetherScheme
When you set this scheme in motion, draw two cards. Artifact spells you cast this turn cost 2 less to cast.
ARC S
The Very Soil Shall ShakeOngoing Scheme
(An ongoing scheme remains face-up until it’s abandoned.)
Creatures you control get +2/+2 and have trample.
ARC S
Tooth, Claw, and TailScheme
When you set this scheme into motion, destroy up to three target nonland permanents.
ARC S
Which of You Burns Brightest?Scheme
When you set this scheme in motion, you may pay
X. If you do, this scheme deals
X damage to target opponent and each creature he or she controls.
ARC S
Your Fate Is Thrice SealedScheme
When you set this scheme in motion, reveal the top three cards of your library. Put all land cards revealed this way onto the battlefield and the rest into your hand.
ARC S
Your Puny Minds Cannot FathomScheme
When you set this scheme in motion, draw four cards. You have no maximum hand size until your next turn.
ARC S
Your Will Is Not Your OwnScheme
When you set this scheme in motion, gain control of target creature an opponent controls until end of turn. Untap that creature. It gets +3/+3 and gains haste and trample until end of turn.
ARC S
This list includes the two promo schemes, marked as ARC P.
Here is also information for
Tember City, new promo plane:
Tember CityPlane - Kinshala
Whenever a player taps a land for mana,
Tember City deals 1 damage to that player.
Whenever you roll {C}, each other player sacrifices a nonland permanent.
HOP S