17777 Main Street Ste. E, Irvine, CA
Cards Tracked
8954
In Stock
8954
Rating
β
Inventory last scanned: 8/16/2026, 6:07:41 PM
Enchantment
Prevent all combat damage that would be dealt to and dealt by creatures you control.
Enchantment
When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield. You get {E}{E} (two energy counters). At the beginning of your first main phase, sacrifice this enchantment unless you pay {E}.
Instant
Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.) Draw a card.
Sorcery
Choose one or both β β’ Target player discards any number of cards, then draws that many cards. β’ Steal the Show deals damage equal to the number of instant and sorcery cards in your graveyard to target creature or planeswalker.
Creature β Weird Detective
Flying, vigilance When this creature enters, draw two cards. Then discard two cards unless you discard an instant or sorcery card or a creature card with flying.
Land β Island Mountain
({T}: Add {U} or {R}.) As this land enters, you may pay 2 life. If you don't, it enters tapped.
Artifact Creature β Golem
You can't cast creature spells.
Creature β Elf Knight
This creature can't be blocked by creatures with power 2 or less.
Enchantment β Aura
Enchant creature As long as enchanted creature is white, it gets +1/+1 and has lifelink. (Damage dealt by the creature also causes its controller to gain that much life.) As long as enchanted creature is blue, it gets +1/+1 and can't be blocked.
Artifact Creature β Construct
{T}: Put a +1/+1 counter on each artifact creature you control.
Artifact Creature β Angel
Prototype {1}{W}{W} β 3/3 (You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.) Flying At the beginning of combat on your turn, target creature you control gains your choice of flying, vigilance, or lifelink until end of turn.
Sorcery
Search your library for an Equipment card, reveal that card, put it into your hand, then shuffle.
Legendary Creature β Human Wizard
As Stenn enters, choose a card type other than creature or land. Spells you cast of the chosen type cost {1} less to cast. {1}{W}{U}: Exile Stenn. Return it to the battlefield under its owner's control at the beginning of the next end step.
Enchantment
Other enchantments you control have shroud. (They can't be the targets of spells or abilities.) {1}, Sacrifice this enchantment: Search your library for an enchantment card, reveal it, then shuffle and put that card on top.
Enchantment β Aura
Enchant creature Enchanted creature has menace and "Whenever this creature deals combat damage to a player, create a Treasure token." (It can't be blocked except by two or more creatures. The token is an artifact with "{T}, Sacrifice this token: Add one mana of any color.") When enchanted creature dies, draw a card.
Enchantment
At the beginning of your upkeep, mill three cards. Then if your library has no cards in it, exile this enchantment and put five cards from your graveyard on top of your library in any order.
Legendary Creature β Moogle
Lifelink {2}, {T}: Target opponent gains control of another target permanent you control. If they do, you draw a card.
Creature β Scorpion Dragon
Flying, trample This creature gets -1/-1 for each card in your hand. Plot {2}{R} (You may pay {2}{R} and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Creature β Imp
Flying Whenever this creature deals combat damage to a creature, destroy that creature. Dredge 5 (If you would draw a card, you may mill five cards instead. If you do, return this card from your graveyard to your hand.)
Creature β Bird Bard
Flying, lifelink Repartee β Whenever you cast an instant or sorcery spell that targets a creature, put a +1/+1 counter on each creature you control.
Sorcery
Flip a coin. If you win the flip, take an extra turn after this one.
Sorcery
Look at the top five cards of your library. Put two of them into your hand and the rest on the bottom of your library in any order.
Creature β Sphinx
Flash Flying This creature has hexproof as long as you haven't cast a spell this turn.
Sorcery
Return target creature with mana value X to its owner's hand. You create X 1/1 blue Faerie creature tokens with flying.
Enchantment
At the beginning of your upkeep, exile the top card of each opponent's library. Until end of turn, you may cast spells from among those exiled cards, and you may spend mana as though it were mana of any color to cast those spells.
Instant
Choose target creature you control and target Equipment. Gain control of that Equipment until end of turn. Attach it to the chosen creature. When you lose control of that Equipment this turn, if it's attached to a creature you control, unattach it.
Artifact Creature β Snake
Reach, trample, protection from multicolored This creature enters with X +1/+1 counters on it.
Artifact β Equipment
Equipped creature gets +1/+1 for each other creature you control that shares a creature type with it. Equip {2}
Creature β Kor Artificer Ally
Equipped creatures you control get +1/+1. Whenever an equipped creature you control dies, draw a card.
Creature β Centaur Warrior
Trample, indestructible Whenever another creature you control attacks, it gains trample and indestructible until end of turn.
Creature β Rhino Soldier
When this creature enters, target opponent skips their next combat phase.
Artifact
Whenever a creature you control attacks, you get {E} (an energy counter). {T}, Pay six {E}: Create a 6/12 colorless Construct artifact creature token with trample. Activate only as a sorcery.
Legendary Artifact
If a creature an opponent controls would die, exile it instead. {2}, {T}, Sacrifice Stone of Erech: Exile target player's graveyard. Draw a card.
Sorcery
Destroy target land.
Enchantment β Aura
Flash Enchant creature Enchanted creature gets +0/+10.
Artifact
{T}: Add {C}{C}. {2}, {T}, Sacrifice this artifact: Exile any number of target players' graveyards. Draw a card.
Creature β Merfolk Wizard
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) Merfolk spells and Wizard spells you cast cost {1} less to cast.