2102 Osborne Rd, Saint Marys, GA, 31558
Cards Tracked
6950
In Stock
4706
Rating
—
Inventory last scanned: 6/27/2026, 6:07:50 PM
Artifact
{2}, {T}, Sacrifice this artifact: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Creature — Elemental
Wayfaring Temple's power and toughness are each equal to the number of creatures you control. Whenever this creature deals combat damage to a player, populate. (Create a token that's a copy of a creature token you control.)
Creature — Angel Horror
Flying, vigilance Threshold — As long as there are seven or more cards in your graveyard, this creature gets +3/+3, is black, has trample, and has "At the beginning of your upkeep, sacrifice a creature."
Creature — Dinosaur
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) You may play an additional land on each of your turns. This creature can't attack or block unless you have the city's blessing.
Instant // Instant
Creature — Human Soldier
As long as this creature is untapped, all combat damage that would be dealt to you by unblocked creatures is dealt to this creature instead. Morph {3}{W} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)
Creature — Human Nomad Cleric
{W}, {T}: Search your library for a land card, reveal it, put it into your hand, then shuffle. Activate only if an opponent controls more lands than you.
Legendary Artifact — Vehicle
Flying Whenever Weatherlight deals combat damage to a player, look at the top five cards of your library. You may reveal a historic card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. (Artifacts, legendaries, and Sagas are historic.) Crew 3
Creature — Treefolk
Trample When this creature dies, return it to its owner's hand.
Creature — Beast
Morph {4}{U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When this creature is turned face up, turn any number of target creatures with morph abilities other than this creature face down.
Enchantment
At the beginning of combat on each opponent's turn, that player may exile a card from their graveyard. If the player doesn't, creatures they control can't attack you this turn.
Sorcery
Each player may search their library for up to X creature cards, reveal those cards, put them into their hand, then shuffle.
Sorcery
Madness {X}{U}{U} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.) Gain control of target creature if its toughness is 2 or less. If this spell's madness cost was paid, instead gain control of that creature if its toughness is X or less.
Artifact
Sacrifice this artifact: Regenerate target artifact.
Artifact
At the beginning of your end step, if you control no untapped lands, draw a card.
Enchantment
When this enchantment enters, draw two cards. At the beginning of each other player's draw step, that player draws an additional card. At the beginning of your draw step, draw two additional cards.
Artifact
Whenever you gain life, you may pay {X}, where X is less than or equal to the amount of life you gained. If you do, draw X cards.
Creature — Human Werewolf
Pack tactics — Whenever this creature attacks, if you attacked with creatures with total power 6 or greater this combat, draw a card. {3}{G}: Until end of turn, this creature has base power and toughness 5/3, gains trample, and isn't a Human.
Creature — Phyrexian Zombie Knight
{B}{B}, {T}: Destroy target white creature.
Creature — Vampire
Flying Ward—Discard a card. (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player discards a card.) Whenever this creature deals combat damage to a player, put that many +1/+1 counters on it.
Creature — Human Horror
Skulk (This creature can't be blocked by creatures with greater power.) Whenever this creature deals combat damage to a player, you may draw a card. If you do, discard a card. Whenever you discard a creature card, you may pay {2}. If you do, create a 3/2 colorless Eldrazi Horror creature token.
Instant
Any number of target opponents each discard their hands, then draw seven cards. Draw a card.
Sorcery
Suspend 4—{1}{R} (Rather than cast this card from your hand, pay {1}{R} and exile it with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.) Each player discards their hand, then draws seven cards.
Artifact
At the beginning of each opponent's upkeep, this artifact deals X damage to that player, where X is 3 minus the number of cards in their hand.
Sorcery
Return all creatures to their owners' hands except for Krakens, Leviathans, Octopuses, and Serpents.
Enchantment
Whenever a creature you control with power 5 or greater enters, you may have this enchantment deal 5 damage to any target.
Artifact
{3}: Each player mills two cards.
Sorcery
Starting with you, each player separates all permanents they control into three piles. Then each player chooses one of their piles at random and sacrifices those permanents. (Piles can be empty.)
Legendary Enchantment Artifact
Creatures you control have lifelink. {2}{B}{B}, {T}: Return target creature card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step. If it would leave the battlefield, exile it instead of putting it anywhere else. Activate only as a sorcery.
Creature — Lizard Hydra
Reach When this creature enters, destroy all creatures with flying. Put a +1/+1 counter on this creature for each creature destroyed this way.
Artifact
{2}, Exile the top two cards of your library: This artifact deals 1 damage to each creature with flying and each player.
Creature — Human Monk
Protection from black At the beginning of each end step, if this creature dealt damage to an opponent this turn, put a +1/+1 counter on it.
Creature — Merfolk Warrior
When this creature enters, shuffle the cards from your hand into your library, then draw that many cards. {R}, Sacrifice this creature: Each player shuffles the cards from their hand into their library, then draws that many cards.
Sorcery
Destroy all creatures with flying.
Creature — Djinn Monk
Hexproof (This creature can't be the target of spells or abilities your opponents control.) Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Enchantment
Whenever you cast a noncreature spell, draw a card.
Instant
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for {1}.) Search your library for an artifact card with mana value X or less, put it onto the battlefield, then shuffle.
Sorcery
Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way. Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
Artifact — Equipment
Equipped creature can't be blocked and has shroud. (It can't be the target of spells or abilities.) Equip {2}
Creature — Elemental
At the beginning of your end step, manifest the top card of your library. (Put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.) Sacrifice this creature: Until end of turn, face-up nontoken creatures you control gain "When this creature dies, manifest the top card of your library."
Instant
Create X 2/2 white Cat creature tokens. Shuffle White Sun's Zenith into its owner's library.
Creature — Wolf
When this creature enters, it fights up to one target creature you don't control. Sacrifice a Food: Put a +1/+1 counter on this creature. It gains indestructible until end of turn. Tap it.
Sorcery
Amass Zombies 2, then the Army you amassed deals damage equal to its power to each non-Army creature. (To amass Zombies 2, put two +1/+1 counters on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)
Enchantment
Whenever a spell or ability causes its controller to shuffle their library, that player puts a card from their hand on top of their library.
Creature — Zombie Soldier
This creature enters tapped. Life Drain — Whenever a creature dealt damage by this creature this turn dies, create a tapped 2/2 black Zombie creature token and exile that card.
Creature — Human Shaman
Whenever this creature attacks, each other creature you control gets +X/+X until end of turn, where X is this creature's power.
Creature — Elf Archer
Flash (You may cast this spell any time you could cast an instant.) Reach (This creature can block creatures with flying.) Whenever another non-Human creature you control enters, you may pay {X}. When you do, put X +1/+1 counters on this creature.
Sorcery
Manifest the top card of your library, then put X +1/+1 counters on it. (To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
Enchantment
Whenever a creature you control becomes the target of an instant or sorcery spell, that creature gets +3/+3 until end of turn.
Enchantment
At the beginning of your end step, untap all lands you control.
Sorcery
Return X target cards from your graveyard to your hand. Exile Wildest Dreams.
Sorcery
Each player sacrifices four lands of their choice. Wildfire deals 4 damage to each creature.
Creature — Efreet
Protection from white {1}{R}: This creature gets +1/+0 until end of turn.
Creature — Zombie Jackal Cleric
Afflict 4 (Whenever this creature becomes blocked, defending player loses 4 life.) Whenever this creature attacks and isn't blocked, you may cast an instant or sorcery spell from your hand without paying its mana cost.
Enchantment — Aura
Enchant land Whenever enchanted land is tapped for mana, its controller adds an additional {G}.
Sorcery
Target creature you control gets +2/+2 until end of turn. It fights target creature an opponent controls. (Each deals damage equal to its power to the other.)
Creature — Cat Warrior
This creature gets +1/+1 as long as you control a Mountain. This creature gets +1/+1 as long as you control a Plains.
Enchantment
Whenever a creature enters, if you cast it from your hand, you may search your library for a creature card with the same total power and toughness, put it onto the battlefield, then shuffle.