Inventory last scanned: 5/15/2026, 6:17:08 PM
Sorcery
Flame Rift deals 4 damage to each player.
Sorcery
Flame Slash deals 4 damage to target creature.
Creature — Human Monk
First strike When this creature enters, copy the next spell you cast this turn when you cast it. You may choose new targets for the copy. (A copy of a permanent spell becomes a token.)
Creature — Human Warrior
Whenever this creature attacks, create a token that's a copy of another target attacking creature and that's tapped and attacking. Exile the token at end of combat. Dash {2}{R}{R} (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
Creature — Skeleton
Flying This creature can't block. Rejuvenation — When this creature dies, exile it. If you do, exile the top card of your library. Until the end of your next turn, you may play one of those cards. (If you cast Flameskull this way, you can't play the other card, and vice versa.)
Instant
You may sacrifice a nontoken red creature rather than pay this spell's mana cost. Copy target instant or sorcery spell. You may choose new targets for the copy.
Instant
Choose one — • Destroy target red permanent. • Return target Mountain to its owner's hand.
Instant
Creatures your opponents control have base power and toughness 0/1 until end of turn.
Creature — Devil
Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.) Whenever this creature or another creature enters from your graveyard, that creature deals damage equal to its power to any target.
Creature — Elf Druid
Trample, lifelink, haste
Creature — Elemental
Flying When this creature enters, exile another target permanent. Return that card to the battlefield under its owner's control at the beginning of the next end step.
Instant
As an additional cost to cast this spell, sacrifice a creature. Fling deals damage equal to the sacrificed creature's power to any target.
Creature — Faerie Rogue
Flying This creature enters with a -1/-1 counter on it. {2}{U}, Remove a counter from this creature: Whenever a creature you control deals combat damage to a player or planeswalker this turn, draw a card.
Sorcery
Return all nonland permanents to their owners' hands. If you return four or more nontoken permanents you control this way, you may put a permanent card from your hand onto the battlefield.
Land
{T}: Add {C}. {G/U}, {T}: Add {G}{G}, {G}{U}, or {U}{U}.
Enchantment
Green creatures can't attack unless their controller sacrifices a land of their choice for each green creature they control that's attacking. (This cost is paid as attackers are declared.)
Creature — Merfolk
Flash Vigilance When this creature enters, tap target creature an opponent controls and put a stun counter on it. {1}{U}, {T}: Shuffle this creature and target creature with a stun counter on it into their owners' libraries.
Legendary Creature — Vampire Noble
First strike At the beginning of each of your postcombat main phases, look at the top X cards of your library, where X is the total amount of life your opponents lost this turn. Exile one of those cards and put the rest on the bottom of your library in a random order. You may play the exiled card this turn.
Instant // Sorcery
Sorcery
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. If there is an instant card and a sorcery card in your graveyard, instead put two of them into your hand and the rest on the bottom of your library in any order.
Legendary Enchantment
Legendary creatures you control get +2/+1 and have ward {1}. Nonlegendary creatures you control get +1/+1.
Legendary Creature — Merfolk Performer
As Fluros of Myra's Marvels enters, choose a number greater than 0. Whenever you cast a spell with power, toughness, or loyalty equal to the chosen number, target artifact or creature becomes an artifact creature with base power and toughness X/X until end of turn, where X is the chosen number. Partner
Creature — Human Wizard
Whenever you cast a noncreature spell, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Instant
Prevent all combat damage that would be dealt this turn.
Sorcery
As an additional cost to cast this spell, waterbend {X}. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for {1}.) Exile X target creature cards from graveyards. For each creature card exiled this way, create a token that's a copy of it. At the beginning of your next end step, sacrifice those tokens.
Instant
You may discard an Island card and another card rather than pay this spell's mana cost. Counter target spell.
Artifact — Book
Players have no maximum hand size. {X}{X}, {T}: Each player draws X cards. {2}{U}, {T}: Each opponent mills cards equal to the number of cards in their hand.
Enchantment — Aura
Enchant creature At the beginning of your upkeep, create a token that's a copy of enchanted creature.
Enchantment
Instant and sorcery spells you cast cost {1} less to cast for each time you've cast a commander from the command zone this game.
Artifact
At the beginning of each player's draw step, that player draws two additional cards.
Enchantment
Artifacts you control have "{2}, Sacrifice this artifact: It deals damage to any target equal to 1 plus the number of permanents named Food Fight you control."
Artifact — Equipment
When this Equipment enters, create a 1/1 black Ninja creature token, then attach this Equipment to it. Equipped creature has flying. Whenever equipped creature deals combat damage to a player, you may sacrifice it. If you do, draw cards equal to its power. Equip {2}
Sorcery
Create X tokens that are copies of target token you control. Then tokens you control gain indestructible until your next turn. You gain 1 life for each token you control.
Instant
If it's not your turn, you may exile a red card from your hand rather than pay this spell's mana cost. Create two 3/1 red Elemental creature tokens with trample and haste. Sacrifice those tokens at the beginning of your next upkeep.
Enchantment
If it's not your turn, you may exile a white card from your hand rather than pay this spell's mana cost. Flash Creatures you control get +1/+1.
Enchantment
Whenever an opponent casts a spell, that player draws seven cards.
Artifact — Equipment
Equipped creature gets +3/+0 and has vigilance and trample. Whenever equipped creature dies, attach this Equipment to target creature you control. Equip {3}
Creature — Human Pirate
When this creature enters, you may search your library for a Pirate card, reveal it, then shuffle and put that card on top. Whenever another Pirate you control enters, each opponent loses 1 life.
Creature — Merfolk Scout
When this creature enters, you may search your library for a Merfolk card, reveal it, then shuffle and put that card on top. Whenever another Merfolk you control enters, put a +1/+1 counter on this creature.