Inventory last scanned: 5/15/2026, 6:17:08 PM
Enchantment
Creatures with flying get +2/+0. Creatures without flying get -2/-0.
Creature — Zombie
When this creature enters, each opponent loses X life, where X is your devotion to black. You gain life equal to the life lost this way. (Each {B} in the mana costs of permanents you control counts toward your devotion to black.)
Legendary Creature — Horror
Whenever a creature you control becomes blocked, you may return it to its owner's hand. Whenever one or more creatures you control deal combat damage to a player, draw a card.
Legendary Creature — Rat Pilot
At the beginning of combat on your turn, return target Vehicle card from your graveyard to the battlefield. It gains haste. Return it to its owner's hand at the beginning of your next end step.
Creature — Human Scout Ally
Each land and Ally you control has "{T}: Add one mana of any color."
Land
{T}: Add {C}. {T}, Pay 1 life: Add one mana of any color. Spend this mana only to cast an instant or sorcery spell. {5}: If this land isn't a creature, it becomes a 2/4 Wizard creature with "Whenever you cast an instant or sorcery spell, this creature gets +1/+0 until end of turn." It's still a land.
Creature — Beast
Suspend 10—{R} Sacrifice an artifact, creature, or land: Remove a time counter from this card. Activate only if this card is suspended.
Artifact Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) As an additional cost to cast this spell, exile five instant and/or sorcery cards you own with the same artist and different names from outside the game. I, II, III — Choose one of the exiled cards at random. You may cast it without paying its mana cost.
Enchantment
When this enchantment enters, you draw three cards, gain 6 life, and create three 2/1 black Bat creature tokens with flying. At the beginning of your end step, you discard a card, lose 2 life, and sacrifice a creature. When this enchantment leaves the battlefield, you discard three cards, lose 6 life, and sacrifice three creatures.
Sorcery
Reveal the top X plus one cards of your library. Choose a creature card and/or a land card from among them. Put those cards into your hand and the rest on the bottom of your library in a random order. If X is 5 or more, instead put the chosen cards onto the battlefield or into your hand and the rest on the bottom of your library in a random order.
Creature — Elephant
When this creature enters, pay {E}{E} (two energy counters). If you can't, return this creature to its owner's hand and you get {E}.
Creature — Elf Druid
{T}: Add {G}{G}.
Legendary Creature — Goblin Rogue
Grenzo enters with X +1/+1 counters on it. {2}: Put the bottom card of your library into your graveyard. If it's a creature card with power less than or equal to Grenzo's power, put it onto the battlefield.
Legendary Creature — Goblin Rogue
Whenever a creature you control deals combat damage to a player, choose one — • Goad target creature that player controls. • Exile the top card of that player's library. Until end of turn, you may cast that card and you may spend mana as though it were mana of any color to cast that spell.
Enchantment — Aura
Enchant player Enchanted player can't gain life. Whenever enchanted player is dealt damage, they lose half their life, rounded up.
Enchantment
At the beginning of your end step, if you gained 3 or more life this turn, create a 2/2 white Griffin creature token with flying.
Land
{T}: Add {C}. {2}{B}{G}, {T}, Sacrifice a creature: Draw a card.
Creature — Human Warrior
Trample Whenever this creature deals combat damage to a player, surveil 3. (Look at the top three cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) Delirium — This creature gets +2/+2 as long as there are four or more card types among cards in your graveyard.
Creature — Tiefling Rogue
Whenever one or more creatures you control deal combat damage to a player, create two Treasure tokens. {B}, Sacrifice X Treasures: Target creature gets -X/-X until end of turn. Activate only as a sorcery.
Creature — Human Wizard
{R}, {T}, Exile two cards from your graveyard: This creature deals 2 damage to any target.
Legendary Creature — Zombie Warrior
Grimgrin enters tapped and doesn't untap during your untap step. Sacrifice another creature: Untap Grimgrin and put a +1/+1 counter on it. Whenever Grimgrin attacks, destroy target creature defending player controls, then put a +1/+1 counter on Grimgrin.
Legendary Artifact — Book
{1}, {T}, Discard a card: Put a study counter on Grimoire of the Dead. {T}, Remove three study counters from Grimoire of the Dead and sacrifice it: Put all creature cards from all graveyards onto the battlefield under your control. They're black Zombies in addition to their other colors and types.
Artifact
{3}, {T}: Target player mills two cards. If two cards that share a color were milled this way, repeat this process.
Instant
Reveal the top five cards of your library. You may put a creature or land card from among them into your hand. Put the rest into your graveyard.
Land
{T}: Add {C}. {1}, {T}, Sacrifice this land: Search your library for a basic Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.
Legendary Creature — Frog
Whenever a Frog you control attacks, mill three cards. Whenever a permanent card is put into your graveyard from your library, exile it with a croak counter on it. You may play lands and cast spells from among cards you own in exile with croak counters on them.
Enchantment
When this enchantment enters, draw a card. Cards in graveyards can't be the targets of spells or abilities.
Creature — Elemental
Trample, haste At the beginning of the end step, sacrifice this creature.
Legendary Creature — Ox Mole Mutant
Trample Whenever you tap a land for mana, add {G}.
Enchantment
At the beginning of your upkeep, populate. (Create a token that's a copy of a creature token you control.)
Instant
Draw a card. You may put a land card from your hand onto the battlefield.
Kindred Sorcery — Goblin
Choose two — • Create a token that's a copy of target Goblin you control. • Creatures target player controls get +1/+1 and gain haste until end of turn. • Destroy target artifact or creature. • Target player mills five cards, then puts each Goblin card milled this way into their hand.
Sorcery
Until end of turn, colorless creatures you control gain "{T}: This creature deals damage equal to its power to target creature."
Creature — Satyr Warrior
Trample When this creature enters, if it isn't a token, create two tokens that are copies of it. When this creature dies, put a number of +1/+1 counters equal to its power on each creature you control named Gruff Triplets.
Legendary Creature — Ape Warrior
Kicker {3} (You may pay an additional {3} as you cast this spell.) If Grunn was kicked, it enters with five +1/+1 counters on it. Whenever Grunn attacks alone, double its power and toughness until end of turn.
Land — Gate
This land enters tapped. {T}: Add {R} or {G}.
Artifact
{1}, {T}: Add {R}{G}.
Creature — Ogre Warrior
Riot (This creature enters with your choice of a +1/+1 counter or haste.) Trample During your turn, you and this creature have hexproof.
Enchantment
Attacking creatures you control get +1/+0 and have menace.
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+0 and has flying. {3}{W}: Return this card from your graveyard to the battlefield attached to target creature. Activate only as a sorcery.