5598 Antler Ln NE, Bemidji, MN, 56601
Cards Tracked
3265
In Stock
3263
Rating
—
Inventory last scanned: 6/28/2026, 6:08:21 PM
Legendary Creature — Angel Cleric
Flying, lifelink Whenever you cast your second spell each turn, look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard.
Creature — Human Pilot Ally
Flying This creature gets +1/+1 as long as there's a Lesson card in your graveyard.
Artifact — Equipment
Equipped creature has "{1}, {T}, Tap Fishing Pole: Put a bait counter on Fishing Pole." Whenever equipped creature becomes untapped, remove a bait counter from this Equipment. If you do, create a 1/1 blue Fish creature token. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
Instant
Draw a card. Until end of turn, target creature gains trample and gets +1/+0 for each card you've drawn this turn. (A creature with trample can deal excess combat damage to the player or planeswalker it's attacking.)
Creature — Elemental Bard
{T}: Add two mana in any combination of colors. Spend this mana only to cast Elemental spells or activate abilities of Elemental sources.
Creature — Lizard Warlock
When this creature enters, if an opponent lost life this turn, add {B}{R}. {1}{R}, Discard a card: Draw a card.
Creature — Elemental Warrior
{1}{R}: This creature gets +1/+0 and gains menace until end of turn. (It can't be blocked except by two or more creatures.)
Creature — Elemental
{R}, {T}, Sacrifice this creature: It deals damage equal to its power to target creature.
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 — Phoenix
Flying, haste This creature attacks each combat if able. Ferocious — At the beginning of combat on your turn, if you control a creature with power 4 or greater, you may pay {R}. If you do, return this card from your graveyard to the battlefield.
Instant
Creatures your opponents control have base power and toughness 0/1 until end of turn.
Instant
Put a +1/+1 counter on target creature. It gains flying until end of turn. Prevent all combat damage that would be dealt to it this turn.
Instant
Target creature you control gains hexproof until end of turn. Untap that creature. Until end of turn, it becomes a copy of up to one other target creature.
Creature — Phyrexian Imp
Flying Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) Sacrifice a creature: This creature gets +1/+1 until end of turn.
Enchantment — Aura
Enchant creature As this Aura enters, choose a color. Enchanted creature has protection from the chosen color. This effect doesn't remove this Aura. {W}: Return this Aura to its owner's hand.
Land
{T}: Add {C}. {G/U}, {T}: Add {G}{G}, {G}{U}, or {U}{U}.
Creature — Wall
Defender When this creature has flying, sacrifice it. When this creature leaves the battlefield, it deals damage to each nonblue creature without flying equal to half the number of Islands you control, rounded down.
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 — Ape Goat
When Flopsie enters, put a +1/+1 counter on each creature you control. Each creature you control with power 4 or greater can't be blocked by more than one creature.
Creature — Snake Druid
Landfall — Whenever a land you control enters, put a +1/+1 counter on this creature. {G}, Discard a creature card: Return target land card from your graveyard to the battlefield tapped.
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
Creature — Plant Elemental
This creature gets +1/+1 for each Forest you control. Disguise {4}{G} When this creature is turned face up, search your library for up to two Forest cards and reveal them. Put one of them onto the battlefield tapped and the other into your hand, then shuffle.
Token Creature — Mouse Soldier
Valiant — Whenever this creature becomes the target of a spell or ability you control for the first time each turn, Mice you control get +1/+0 until end of turn. (This token's mana cost is {W}.)
Sorcery
Each player discards any number of cards, then draws that many cards. Draw a card.
Creature — Whale Fish
Flying (This creature can't be blocked except by creatures with flying or reach.)
Creature — Wall
Defender (This creature can't attack.) Flying Prevent all combat damage that would be dealt to and dealt by this creature.
Land
This land enters tapped. {T}: Add {B} or {G}. {4}, {T}, Sacrifice this land: Draw a card.
Creature — Human Ranger Ally
As long as you've drawn two or more cards this turn, this creature has lifelink and menace. (It can't be blocked except by two or more creatures.)
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.
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}
Enchantment — Aura
Enchant land Enchanted land has "{T}: Target creature gains trample and haste until end of turn." Cycling {1} ({1}, Discard this card: Draw a card.)
Creature — Atog
{G}, Sacrifice a Forest: This creature gets +2/+2 until end of turn.
Instant
Look at the top four cards of your library. Put one of them into your hand and the rest into your graveyard. Flashback {6}{B} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Land
{T}: Add {C}. {T}, Sacrifice this land: Search your library for a basic Swamp, Forest, or Island card, put it onto the battlefield tapped, then shuffle. Cycling {B}{G}{U} ({B}{G}{U}, Discard this card: Draw a card.)
Land
As this land enters, you may reveal a Swamp or Mountain card from your hand. If you don't, this land enters tapped. {T}: Add {B} or {R}.
Creature — Human Advisor Ally
When this creature enters, create a Clue token. (It's an artifact with "{2}, Sacrifice this token: Draw a card.")