Inventory last scanned: 5/15/2026, 6:57:41 PM
Instant
This spell costs {X} less to cast, where X is your devotion to black. (Each {B} in the mana costs of permanents you control counts toward your devotion to black.) Destroy target creature.
Artifact
{2}, {T}: You may put a multicolored creature card from your hand onto the battlefield.
Enchantment — Aura
Enchant creature Enchanted creature has haste. {R}: Enchanted creature gets +1/+0 until end of turn. When a creature with mana value 6 or greater enters, you may return this card from your graveyard to the battlefield attached to that creature.
Creature — Dragon
Flying At the beginning of each upkeep, create a 1/1 red and green Dragon creature token with flying and devour 2. (As the token enters, you may sacrifice any number of creatures. It enters with twice that many +1/+1 counters on it.)
Legendary Enchantment — Background
Commander creatures you own have "At the beginning of your end step, if a source you controlled dealt 5 or more damage this turn, create a 4/4 red Dragon creature token with flying."
Creature — Dragon Egg
Defender When this creature dies, create a 2/2 red Dragon creature token with flying and "{R}: This token gets +1/+0 until end of turn."
Sorcery
Create two 1/1 red Goblin creature tokens.
Creature — Dragon Wizard
Flying Whenever this creature deals combat damage to a player, each player discards their hand, then draws seven cards.
Enchantment — Aura
Enchant creature When this Aura enters, draw a card. Enchanted creature has "{R}: This creature gets +1/+0 until end of turn."
Enchantment
Whenever a creature you control with flying enters, it gains haste until end of turn. Whenever a Dragon you control enters, it deals X damage to any target, where X is the number of Dragons you control.
Legendary Artifact — Equipment
Equipped creature has defender and "{2}, {T}: Other creatures you control gain trample and get +X/+X until end of turn, where X is this creature's power." Equip {3}
Creature — Dragon Turtle
Flash Drag Below — When this creature enters, tap it and up to one target creature an opponent controls. They don't untap during their controllers' next untap steps.
Creature — Human Monk
As this creature enters, you may reveal a Dragon card from your hand. If you do or if you control a Dragon, this creature enters with a +1/+1 counter on it. Dragons you control have ward {1}. (Whenever a Dragon you control becomes the target of a spell or ability an opponent controls, counter it unless that player pays {1}.)
Artifact
Whenever a Dragon you control enters, put a gold counter on this artifact. {T}, Remove a gold counter from this artifact: Draw a card. {T}: Add one mana of any color.
Instant
This spell costs {2} more to cast if it targets a Dragon. Destroy target creature.
Creature — Human Shaman
Whenever you cast a noncreature spell, surveil 1. (Look at the top card of your library. You may put that card into your graveyard.) Delirium — As long as there are four or more card types among cards in your graveyard, this creature gets +2/+2, has flying, and attacks each combat if able.
Creature — Human Monk
Double strike Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Enchantment
When this enchantment enters, it deals 3 damage to each creature and each planeswalker. Landfall — Whenever a land you control enters, create a 4/4 red Dragon creature token with flying.
Creature — Human Soldier
Flying Mobilize 1 (Whenever this creature attacks, create a tapped and attacking 1/1 red Warrior creature token. Sacrifice it at the beginning of the next end step.)
Creature — Dragon Warrior
Trample Whenever a source you control deals 5 or more damage to a player, draw a card.
Artifact
{T}, Tap an untapped creature you control: Add one mana of any color. {3}{W}{U}{B}{R}{G}, Sacrifice this artifact: Create a 4/4 Dragon creature token named Reliquary Dragon that's all colors. It has flying, lifelink, and "When this token enters, it deals 3 damage to any target." Activate only as a sorcery.
Sorcery
Double the power and toughness of target creature you control until end of turn. Then it fights up to one target creature an opponent controls. (Each deals damage equal to its power to the other.)
Artifact — Equipment
Equipped creature gets +2/+2 and has hexproof from monocolored. Equip {4}. This ability costs {1} less to activate for each color of the creature it targets.
Artifact — Vehicle
Flying Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
Creature — Human Berserker
First strike Boast abilities you activate cost {1} less to activate for each Dragon you control. Boast — {4}{R}: Create a 5/5 red Dragon creature token with flying. (Activate only if this creature attacked this turn and only once each turn.)
Legendary Creature — Elder Dragon
This spell can't be countered. Flying, lifelink Your opponents can't cast spells during your turn.
Legendary Creature — Elder Dragon
Flying, haste Other creatures you control have haste. Whenever an opponent casts a creature or planeswalker spell with the same name as a card in their graveyard, that player loses 10 life.
Legendary Creature — Elder Dragon
Flying Dragonlord Ojutai has hexproof as long as it's untapped. Whenever Dragonlord Ojutai deals combat damage to a player, look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
Legendary Creature — Elder Dragon
Flying, deathtouch When Dragonlord Silumgar enters, gain control of target creature or planeswalker for as long as you control Dragonlord Silumgar.
Creature — Goblin Shaman
Dragon spells you cast cost {1} less to cast.
Creature — Human Shaman
At the beginning of your upkeep, if you control six or more lands, create a 5/5 red Dragon creature token with flying.
Creature — Human Wizard
When this creature enters, look at the top six cards of your library. You may reveal an instant, sorcery, or Dragon card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. Untapped Dragons you control have hexproof.
Creature — Human Druid
Magecraft — Whenever you cast or copy an instant or sorcery spell, put a +1/+1 counter on this creature. {4}{G}{G}: Double the number of +1/+1 counters on this creature.
Land
This land enters tapped unless you control a Swamp or a Mountain. {T}: Add {B} or {R}.
Creature — Human Barbarian Shaman
Dragon spells you cast cost {2} less to cast.
Creature — Human Scout
{2}, {T}: Search your library for a card named Dragonstorm Globe or Boulderborn Dragon, reveal it, put it into your hand, then shuffle.
Artifact
Each Dragon you control enters with an additional +1/+1 counter on it. {T}: Add one mana of any color.
Creature — Drake
Flying When this creature enters, create a 1/1 colorless Hero creature token.
Creature — Illusion
Flash Flying When this creature enters, counter target spell. Put X +1/+1 counters on this creature, where X is that spell's mana value.
Enchantment
Creature tokens you control get +1/+1. Whenever one or more nontoken creatures you control die, create a 2/1 white and black Inkling creature token with flying. This ability triggers only once each turn.
Legendary Creature — Vampire Angel
Flying, vigilance Activated abilities of creatures your opponents control can't be activated. Drana and Linvala has all activated abilities of all creatures your opponents control. You may spend mana as though it were mana of any color to activate those abilities.
Creature — Vampire Cleric Ally
Flying At the beginning of your upkeep, each opponent loses 1 life and you gain 1 life.
Legendary Creature — Vampire Shaman
Flying {X}{B}{B}: Target creature gets -0/-X until end of turn and Drana gets +X/+0 until end of turn.
Legendary Creature — Vampire Ally
Flying, first strike Whenever Drana deals combat damage to a player, put a +1/+1 counter on each attacking creature you control.
Legendary Creature — Vampire Cleric
Flying Whenever Drana attacks, defending player chooses a nonlegendary creature card in your graveyard. You return that card to the battlefield with an additional +1/+1 counter on it. The creature is a Vampire in addition to its other types.
Creature — Human Cleric
Whenever you cycle another card, you gain 1 life. Cycling {1} ({1}, Discard this card: Draw a card.)
Creature — Human Wizard
Your opponents can't cast spells from anywhere other than their hands.
Land
{T}: Add {C}. {2}, {T}: Put two +1/+1 counters on target non-Human creature that entered this turn.
Creature — Human Wizard
Whenever you cycle another card, this creature deals 1 damage to each opponent. Cycling {1} ({1}, Discard this card: Draw a card.)
Snow Creature — Zombie Cleric
If a nontoken creature an opponent controls would die, exile that card with an ice counter on it instead. You may cast spells from among cards in exile your opponents own with ice counters on them, and you may spend mana from snow sources as though it were mana of any color to cast those spells.
Artifact — Equipment
When this Equipment enters, you may pay {2}{B}. If you do, create a 2/2 black Zombie Berserker creature token, then attach this Equipment to it. Equipped creature gets +2/+2 and has menace. (It can't be blocked except by two or more creatures.) Equip {4}
Sorcery
Look at the top seven cards of your library. Put two of them into your hand and the rest on the bottom of your library in a random order.
Sorcery
Cleave {2}{B} (You may cast this spell for its cleave cost. If you do, remove the words in square brackets.) Target player reveals their hand. You choose a nonland card from it [with mana value 2 or less]. That player discards that card.