Inventory last scanned: 5/13/2026, 6:29:14 PM
Creature — Salamander Pirate
When this creature enters, exile up to one target non-Salamander creature. That creature's controller creates a 4/3 blue Salamander Warrior creature token. Encore {4}{U}{U} ({4}{U}{U}, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
Legendary Creature — Spirit Soldier
Flash First strike Whenever another nontoken creature you control dies, Anafenza endures 2. (Put two +1/+1 counters on it or create a 2/2 white Spirit creature token.)
Sorcery
As an additional cost to cast this spell, you may collect evidence 8. (Exile cards with total mana value 8 or greater from your graveyard.) Search your library for a basic land card. If evidence was collected, instead search your library for a creature or land card. Reveal that card, put it into your hand, then shuffle.
Sorcery
Suspend 4—{U} (Rather than cast this card from your hand, pay {U} 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.) Target player draws three cards.
Creature — Angel
Flying When this creature enters, destroy target permanent.
Creature — Angel
Flying When this creature enters, exile target player's graveyard.
Creature — Angel Warrior
Flying, lifelink When this creature enters, return target permanent card with mana value 4 or less from your graveyard to the battlefield. Encore {6}{W}{W} ({6}{W}{W}, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
Creature — Angel
Flying, vigilance, lifelink Fabricate 2 (When this creature enters, put two +1/+1 counters on it or create two 1/1 colorless Servo artifact creature tokens.) Other creatures you control get +1/+1.
Creature — Angel
Flying If you would gain life, you gain that much life plus 1 instead. This creature gets +2/+2 as long as you have 25 or more life.
Artifact Creature — Angel
Flying When this creature enters, exile up to two target artifacts and/or enchantments. Plainscycling {2} ({2}, Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.)
Enchantment — Aura
Enchant creature Enchanted creature gets +4/+4, has flying and first strike, and is an Angel in addition to its other types. When enchanted creature dies, return this card to its owner's hand.
Creature — Incarnation
Haste As long as this card is in your graveyard and you control a Mountain, creatures you control have haste.
Instant
Exile target nonland permanent. You lose 3 life.
Sorcery
Reveal the top X cards of your library. Put all land cards from among them onto the battlefield tapped and the rest on the bottom of your library in a random order. Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, untap those lands.
Creature — Vampire Berserker
This creature attacks each combat if able. Whenever this creature attacks, discard your hand, then draw three cards. Madness {1}{R} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Artifact Creature — Phyrexian Cleric
Toxic 1 (Players dealt combat damage by this creature also get a poison counter.) When this creature enters, exile target artifact or creature an opponent controls with mana value 3 or less until this creature leaves the battlefield.
Sorcery
Destroy all artifacts you don't control, then exile the top X cards of your library, where X is the number of artifacts that were put into graveyards from the battlefield this turn. You may put a creature card exiled this way onto the battlefield. It gains haste. Return it to your hand at the beginning of the next end step.
Legendary Creature — Dragon Spirit
Flying, vigilance When Ao dies, choose one — • Look at the top seven cards of your library. Put any number of nonland permanent cards with total mana value 4 or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order. • Put two +1/+1 counters on each permanent you control that's a creature or Vehicle.
Legendary Creature — Bison Ally
Flying Whenever Appa enters or attacks, choose one — • Target creature you control gains flying until end of turn. • Airbend another target nonland permanent you control. (Exile it. While it's exiled, its owner may cast it for {2} rather than its mana cost.)
Enchantment Creature — Horror
Flash Whenever this creature attacks, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Legendary Enchantment Creature — Spider
Reach Whenever an opponent casts an instant or sorcery spell, create a 1/2 green Spider creature token with reach.
Legendary Creature — Human Assassin
Whenever Arbaaz Mir or another nontoken historic permanent you control enters, Arbaaz Mir deals 1 damage to each opponent and you gain 1 life. (Artifacts, legendaries, and Sagas are historic.)
Creature — Demon
As an additional cost to cast this spell, sacrifice a creature. Flying When this creature enters, each opponent discards a card and loses 2 life. You draw a card and gain 2 life.
Creature — Sloth Beast
Reach When this creature enters, you may put a land card from your hand onto the battlefield tapped.
Artifact
When this artifact enters, put a +1/+1 counter on each of up to four target creatures. {2}, {T}, Sacrifice a token: Double the number of each kind of counter on target creature.
Instant
Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep. You draw a card at the beginning of the next turn's upkeep.
Land
{T}: Add {C}. {1}, {T}: Until end of turn, creatures your opponents control lose hexproof and shroud and can't have hexproof or shroud.
Land
This land enters tapped. {T}: Add {W}, {U}, or {B}.
Artifact
{T}: Add one mana of any color in your commander's color identity.
Enchantment Creature — Human Wizard
Creatures you control have flying. Creatures your opponents control lose flying and can't have or gain flying.
Creature — Demon
Flying At the beginning of each opponent's end step, that player chooses up to two creatures they control, then sacrifices the rest.
Creature — Human Advisor
When your commander deals combat damage to a player, if there is no monarch, you become the monarch. At the beginning of the monarch's end step, that player draws a card.
Creature — Human Wizard
Magecraft — Whenever you cast or copy an instant or sorcery spell, draw a card.
Legendary Creature — Spirit Warrior
Whenever you cast a white spell, put a +1/+1 counter on each legendary creature you control. They gain vigilance until end of turn. Whenever you cast a black spell, put a +1/+1 counter on each legendary creature you control. They gain menace until end of turn.
Enchantment — Aura
You may cast this spell as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step. Enchant nonblack creature Enchanted creature gets +2/+2.
Creature — Phyrexian Beast
This creature gets +3/+0 as long as it has three or more oil counters on it. {T}: Add one mana of any color. Whenever this creature becomes tapped, exile target card from a graveyard and put an oil counter on this creature.
Creature — Cat Knight
Flying Whenever this creature attacks, look at the top six cards of your library. You may put an Aura or Equipment card from among them onto the battlefield. If an Equipment is put onto the battlefield this way, you may attach it to a creature you control. Put the rest of those cards on the bottom of your library in a random order.
Creature — Human Wizard
{B}, {T}: Target creature gets +1/+0 until end of turn. {G}, {T}: Target creature gets +0/+1 until end of turn.
Legendary Creature — Phyrexian Human
Menace (This creature can't be blocked except by two or more creatures.) {W}{B}, {T}, Sacrifice another creature: Put a +1/+1 counter on each creature you control.
Legendary Enchantment Creature — Horror
Arvinox isn't a creature unless you control three or more permanents you don't own. At the beginning of your end step, exile the bottom card of each opponent's library face down. For as long as those cards remain exiled, you may look at them, you may cast permanent spells from among them, and you may spend mana as though it were mana of any color to cast those spells.
Land
{T}: Add {C}. Basic landcycling {1} ({1}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
Legendary Creature — Elemental
Ashaya's power and toughness are each equal to the number of lands you control. Nontoken creatures you control are Forest lands in addition to their other types. (They're still affected by summoning sickness.)
Creature — Nightmare
Whenever an enchantment you control is put into a graveyard from the battlefield, draw a card.
Creature — Lizard Druid
Trample Whenever this creature attacks, another target creature you control gains trample and gets +X/+X until end of turn, where X is this creature's power.
Artifact — Equipment
When this Equipment enters, attach it to up to one target creature you control. Tap all creatures target opponent controls. Equipped creature gets +1/+1 and has "Whenever this creature deals combat damage to a player, draw a card, then discard a card." Equip {2}
Instant
Destroy target permanent an opponent controls. Its controller may search their library for a basic land card, put it onto the battlefield, then shuffle.
Enchantment
At the beginning of your upkeep, put a muster counter on this enchantment. Then create a 1/1 red and white Soldier creature token with haste for each muster counter on this enchantment.
Enchantment
You may look at the top card of your library any time. Once each turn, you may cast a creature spell with power 2 or less from the top of your library.
Artifact
This artifact enters with X charge counters on it. {T}: Choose a color. Add one mana of that color for each charge counter on this artifact.
Artifact — Equipment
Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) Equipped creature is a Wizard in addition to its other types and has "Whenever you cast a noncreature spell and whenever you draw your third card each turn, put a +1/+1 counter on this creature." Diana — Equip {2}