Nashua, NH
Cards Tracked
7454
In Stock
7454
Rating
—
Inventory last scanned: 6/14/2026, 6:13:08 PM
Instant
Affinity for Allies (This spell costs {1} less to cast for each Ally you control.) Up to two target creatures you control each deal damage equal to their power to target creature an opponent controls.
Creature — Avatar
Flying Whenever this creature enters or attacks, draw two cards, then discard a card. Whenever you discard a card, target creature an opponent controls gets -X/-0 until your next turn, where X is the number of different mana values among cards in your graveyard.
Sorcery
For each color, return up to one target card of that color from your graveyard to your hand. Exile All Suns' Dawn.
Sorcery
Reveal the top six cards of your library. An opponent exiles a nonland card from among them, then you put the rest into your hand. That opponent may cast the exiled card without paying its mana cost.
Land
{T}: Add {C}. {T}: Add one mana of any color. Spend this mana only to cast an Ally spell. {1}, {T}, Sacrifice this land: Return target Ally you control to its owner's hand.
Creature — Beast
Creatures blocking or blocked by this creature have lifelink.
Enchantment — Aura
Enchant creature Enchanted creature has hexproof and can't be blocked by more than one creature.
Sorcery
Target creature an opponent controls deals damage equal to its power to each other creature that player controls, then each of those creatures deals damage equal to its power to that creature.
Enchantment
As this enchantment enters, choose a nonbasic land card name. Lands your opponents control with the chosen name lose all land types and abilities, and they gain "{T}: Add one mana of any color."
Artifact
Your devotion to each color and each combination of colors is increased by one. {T}: Add one mana of any color. If you control a God, a Demigod, or a legendary enchantment, you gain 1 life.
Creature — Shapeshifter
This spell can't be countered. You may have this creature enter as a copy of any creature on the battlefield, except it enters with X additional +1/+1 counters on it.
Legendary Creature — Vampire Scout
Ward—Pay 3 life. Whenever you gain life, Amalia Benavides Aguirre explores. Then destroy all other creatures if its power is exactly 20. (To have this creature explore, reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
Instant
Choose one or both — • Counter target spell. • Tap one or two target creatures.
Creature — Treefolk Warrior
When this creature enters, create a 1/1 green Elf Warrior creature token.
Instant
Creatures you control get +2/+0 until end of turn. If you control a modified creature, draw a card. (Equipment, Auras you control, and counters are modifications.)
Artifact Creature — Phyrexian Construct
When this creature enters, you may pay 2 life. When you do, target creature gets -1/-1 until end of turn.
Creature — Insect
Flash When this creature enters, target creature an opponent controls gets -2/-2 until end of turn.
Creature — Zombie Crocodile Demon
Afflict 3 (Whenever this creature becomes blocked, defending player loses 3 life.) Whenever an opponent casts a spell, put a -1/-1 counter on this creature. Whenever this creature deals combat damage to a player, remove all -1/-1 counters from it.
Sorcery
Target player reveals their hand and discards all nonland cards.
Creature — Shapeshifter
Changeling (This card is every creature type.) {T}: Target creature gains all creature types until end of turn. {T}: Target creature loses all creature types until end of turn.
Creature — Dinosaur
First strike When this creature enters, you get {E}{E} (two energy counters). Then if you cast it from your hand, exile cards from the top of your library until you exile a nonland card. You may cast that card by paying an amount of {E} equal to its mana value rather than paying its mana cost.
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.)
Creature — Elemental
At the beginning of your upkeep, reveal cards from the top of your library until you reveal a creature card. Until your next turn, this creature's base power becomes twice that card's power and its base toughness becomes twice that card's toughness. Put the revealed cards on the bottom of your library in a random order.
Artifact
{5}, {T}, Exile this artifact: Exile target artifact, creature, or land. Activate only as a sorcery.
Creature — Minotaur Spirit
{T}: Another target Minotaur creature gets +1/+1 until end of turn.
Creature — Human Wizard
Kicker {2}{U} and/or {1}{B} (You may pay an additional {2}{U} and/or {1}{B} as you cast this spell.) When this creature enters, if it was kicked with its {2}{U} kicker, target player discards three cards. When this creature enters, if it was kicked with its {1}{B} kicker, tap target untapped creature and that creature deals damage equal to its power to its controller.
Legendary Creature — Wolf Beast
During your turn, commanders you control have indestructible. (Effects that say "destroy" don't destroy them. A creature with indestructible can't be destroyed by damage.) Partner (You can have two commanders if both have partner.)
Legendary Creature — Human Soldier
First strike, vigilance Heroic — Whenever you cast a spell that targets Anax and Cymede, creatures you control get +1/+1 and gain trample until end of turn.
Creature — Human Cleric
Tap five untapped Clerics you control: You gain 10 life.
Artifact — Equipment
Whenever a Samurai or Warrior you control attacks alone, you may pay {1}. When you do, attach this Equipment to it. Equipped creature gets +2/+1. Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 for each other enchantment on the battlefield.
Sorcery
Look at the top seven cards of your library. Put two of them into your hand and the rest into your graveyard.
Sorcery
You gain 2 life for each card in your graveyard. Flashback {9}{W}{W}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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.
Sorcery
As an additional cost to cast this spell, sacrifice an artifact or creature. Search your library for an Equipment or Vehicle card, put that card onto the battlefield, then shuffle. If it has mana value less than the sacrificed permanent's mana value, scry 2.
Land
As this land enters, you may reveal a Giant card from your hand. If you don't, this land enters tapped. {T}: Add {R} or {W}.
Artifact Land
{T}: Add {W}.
Instant
Destroy target artifact. Flashback {G} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Creature — Dragon
Flying {R}: This creature deals 1 damage to target creature defending player controls. Activate only if this creature is attacking.
Enchantment
At the beginning of each player's upkeep, this enchantment deals damage to that player equal to the number of artifacts they control.
Creature — Leech
Black spells you cast cost {B} more to cast. {B}: This creature gets +1/+1 until end of turn.
Enchantment
At the beginning of each end step, if you gained 4 or more life this turn, create a 4/4 white Angel creature token with flying.
Enchantment
Whenever a creature you control enters, you gain life equal to its toughness.
Creature — Angel Advisor
Affinity for Citizens (This spell costs {1} less to cast for each Citizen you control.) Flying
Enchantment
Whenever a creature is put into your graveyard from the battlefield, you may sacrifice this enchantment. If you do, return that card to the battlefield.
Enchantment
Creatures you control get +1/+1 as long as you control no nonartifact, nonwhite creatures.
Creature — Angel
Flying When this creature enters, exile target player's graveyard.
Creature — Angel
Flying When this creature enters, exile all Zombies, then return all Human creature cards from your graveyard to the battlefield.
Creature — Angel
Flying When this creature enters, you may exile up to three other target creatures from the battlefield and/or creature cards from graveyards. When this creature leaves the battlefield, return the exiled cards to their owners' hands.
Creature — Nightmare Angel
Flying If damage would be dealt to you, prevent that damage and mill twice that many cards.
Artifact
All creatures have vigilance. At the beginning of each player's end step, tap all untapped creatures that player controls that didn't attack this turn. This artifact deals damage to the player equal to the number of creatures tapped this way.
Creature — Incarnation
Haste As long as this card is in your graveyard and you control a Mountain, creatures you control have haste.
Creature — Human Citizen
Trample Whenever you cast a spell with mana value 4 or greater, this creature deals 1 damage to each opponent. {5}{R}: Put two +1/+1 counters on this creature. Activate only as a sorcery.
Legendary Creature — Human Cleric
{G}{W}{U}, {T}: Prevent all combat damage that would be dealt this turn. Activate only before the combat damage step.
Creature — Human
An-Havva Constable's toughness is equal to 1 plus the number of green creatures on the battlefield.