2102 Osborne Rd, Saint Marys, GA, 31558
Cards Tracked
6943
In Stock
4705
Rating
—
Inventory last scanned: 6/16/2026, 6:08:14 PM
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 Shaman
{R}: This creature gains flying until end of turn. {1}{R}: This creature gets +1/+0 until end of turn. Formidable — {4}{R}{R}: Create a 4/4 red Dragon creature token with flying. Activate only if creatures you control have total power 8 or greater.
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
Whenever you cycle or discard a card, you may pay {1}. If you do, create a 2/2 blue Drake creature token with flying.
Creature — Zombie
This creature enters with X +1/+1 counters on it, where X is the number of creature cards in all graveyards. {2}{B}, Remove a +1/+1 counter from this creature: Target creature gets -1/-1 until end of turn.
Legendary Creature — Dragon
Flying Whenever Drakuseth attacks, it deals 4 damage to any target and 3 damage to each of up to two other targets.
Legendary Creature — Zombie Wizard
If damage would be dealt to Dralnu, sacrifice that many permanents instead. {T}: Target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. (You may cast that card from your graveyard for its flashback cost. Then exile it.)
Enchantment
All Goblins get +1/+1. All Goblins are black and are Zombies in addition to their other creature types.
Creature — Shapeshifter
Kicker—{2}{B}, Discard a creature card. (You may pay {2}{B} and discard a creature card in addition to any other costs as you cast this spell.) If this creature was kicked, it enters with flying and with X +1/+1 counters on it, where X is the discarded card'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.
Instant
Untap all nonland permanents you control.
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.
Creature — Vampire Shaman Ally
Cohort — {T}, Tap an untapped Ally you control: Create a tapped 2/2 black Zombie creature token.
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.
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.
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.
Creature — Elemental Incarnation
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) Whenever a creature deals damage to you, destroy it. When Dread is put into a graveyard from anywhere, shuffle it into its owner's library.
Sorcery
Destroy target creature or planeswalker.
Creature — Demon
When this creature enters, if you cast it from your hand, destroy all creatures your opponents control, then tap all other creatures you control.
Creature — Eldrazi
Devoid (This card has no color.) {3}{C}, Exile a creature card from your graveyard: Target opponent loses life equal to the exiled card's power. ({C} represents colorless mana.)
Creature — Zombie Wizard
Trample Whenever this creature attacks, you may cast target instant or sorcery card with mana value less than or equal to this creature's power from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead.
Creature — Zombie Warrior
Haste Whenever this creature deals combat damage to a player or planeswalker, put a +1/+1 counter on this creature. When this creature dies, it deals damage equal to its power to any target.
Enchantment
At the beginning of your upkeep, you lose 1 life and amass Zombies 1. (Put a +1/+1 counter 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.) Whenever a Zombie token you control with power 6 or greater attacks, it gains lifelink until end of turn.
Creature — Nightmare
Whenever a Swamp you control enters, choose one — • You draw a card and you lose 1 life. • This creature deals 2 damage to any target and you gain 2 life.
Creature — Horror
Flying When this creature enters, you lose 5 life.
Sorcery
Return target creature card from your graveyard to the battlefield. Flashback—Sacrifice three creatures. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Creature — Shade
{B}: This creature gets +1/+1 until end of turn.
Creature — Zombie Horror
Whenever a creature dealt damage by this creature this turn dies, return it to the battlefield under your control. That creature is a black Zombie in addition to its other colors and types.
Sorcery
Each player mills X cards. For each creature card put into a graveyard this way, you create a tapped 2/2 black Zombie creature token. (To mill a card, a player puts the top card of their library into their graveyard.)
Creature — Zombie Jackal
This creature enters tapped. {2}{B}: Return this card from your graveyard to the battlefield. Activate only as a sorcery and only if you have one or fewer cards in hand.
Creature — Spirit
At the beginning of each player's upkeep, that player mills X cards, where X is the number of cards in their hand.
Creature — Siren Pirate
Flash Flying This creature can block only creatures with flying. When this creature enters, if you control another Pirate, tap up to two target nonland permanents.
Artifact
Face-down creature spells you cast cost {1} less to cast.
Creature — Demon Cleric
Each nonland card in your hand without foretell has foretell. Its foretell cost is equal to its mana cost reduced by {2}. (During your turn, you may pay {2} and exile it from your hand face down. Cast it on a later turn for its foretell cost.) Whenever you foretell a card, this creature gets +2/+0 until end of turn.
Creature — Nightmare Sphinx
Flash Flying When this creature enters, surveil 4. When you do, you may return target nonland permanent an opponent controls to its owner's hand. (To surveil 4, look at the top four cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Enchantment — Aura
Enchant permanent You can't choose an untapped permanent as this spell's target as you cast it. You control enchanted permanent.
Creature — Dragon
Flying Whenever this creature deals combat damage to a player, exile that many cards from the top of your library. Until end of turn, you may cast spells from among those exiled cards.
Creature — Spirit
Flying At the beginning of combat on your turn, choose up to one — • Tap target creature. • Target creature doesn't untap during its controller's next untap step.
Token Creature — Zombie Human Wizard
Menace Whenever Dreamstealer deals combat damage to a player, that player discards that many cards.
Creature — Bird Illusion
Flying When this creature becomes the target of a spell, sacrifice it. When this creature dies, learn. (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.)
Creature — Sphinx
Flying, lifelink Whenever you draw a card, this creature gets +1/+0 until end of turn. Whenever this creature attacks, draw a card. Discard a card: This creature gains hexproof until end of turn. Tap it.
Sorcery
Each opponent chooses a creature card in their graveyard. Put those cards onto the battlefield under your control.
Sorcery
Destroy X target nonblack creatures. Draw X cards.
Enchantment
Flash When this enchantment enters, draw a card. Creatures lose all abilities. At the beginning of the end step, sacrifice this enchantment.
Creature — Horror
This creature can't block. Whenever this creature deals combat damage, sacrifice a permanent.
Sorcery // Sorcery
Legendary Creature — Elf Ranger
Double strike When Drizzt enters, create Guenhwyvar, a legendary 4/1 green Cat creature token with trample. Whenever a creature dies, if it had power greater than Drizzt's power, put a number of +1/+1 counters on Drizzt equal to the difference.
Legendary Creature
Dr. Julius Jumblemorph is every creature type (even if this card isn't on the battlefield). Whenever a host you control enters, you may search your library and/or graveyard for a card with augment and combine it with that host. If you search your library this way, shuffle.
Creature — Spirit Soldier
Flying Other Spirit creatures you control get +1/+1 and have hexproof. (They can't be the targets of spells or abilities your opponents control.)
Creature — Spirit Knight
Flying Whenever another Spirit you control enters, you gain 2 life. {3}{W}: Create a 1/1 white Spirit creature token with flying.
Creature — Spirit
Flying Double strike (This creature deals both first-strike and regular combat damage.) Lifelink (Damage dealt by this creature also causes you to gain that much life.) Whenever you gain life, draw a card.
Land — Lair
When this land enters, sacrifice it unless you return a non-Lair land you control to its owner's hand. {T}: Add {W}, {U}, or {B}.
Instant
Choose two — • Prevent all damage target instant or sorcery spell would deal this turn. • Target player sacrifices an enchantment of their choice. • Put a +1/+1 counter on target creature. • Target creature you control fights target creature you don't control.
Legendary Creature — Dragon
Flying Whenever a Dragon you control attacks, bolster 2. (Choose a creature with the least toughness among creatures you control and put two +1/+1 counters on it.)
Artifact Creature — Golem
Affinity for Swamps (This spell costs {1} less to cast for each Swamp you control.) Fear (This creature can't be blocked except by artifact creatures and/or black creatures.)