Nashua, NH
Cards Tracked
7509
In Stock
7509
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Inventory last scanned: 6/16/2026, 6:13:23 PM
Enchantment
At the beginning of your end step, you may sacrifice a nontoken creature. If you do, create X 2/2 green Wolf creature tokens, where X is the sacrificed creature's toughness.
Instant
Exile target creature or planeswalker.
Legendary Creature — Human Artificer
{2}{R}, {T}: Create a token that's a copy of target creature card in your graveyard, except it's an artifact in addition to its other types. It gains haste. Sacrifice it at the beginning of the next end step.
Artifact
{T}, Exile this artifact: Shuffle your graveyard into your library.
Creature — Cat Beast
Vigilance (Attacking doesn't cause this creature to tap.) Lifelink (Damage dealt by this creature also causes you to gain that much life.) At the beginning of your upkeep, if you have 40 or more life, you win the game.
Creature — Avatar
Whenever this creature deals combat damage to a player, you may return to your hand all creature cards that were put into your graveyard from the battlefield this turn. {B}, Sacrifice another creature: Target creature gets -2/-2 until end of turn.
Artifact
{T}: Add one mana of any color that a land an opponent controls could produce.
Creature — Treefolk Shaman
{T}: Up to two target Swamps each become 3/5 Treefolk Warrior creatures in addition to their other types until end of turn.
Instant
Prevent all combat damage that would be dealt by target creature this turn. Cycling {2} ({2}, Discard this card: Draw a card.)
Sorcery
Look at the top five cards of your library. You may exile a creature card from among them. Put the rest on the bottom of your library in a random order. You may cast the exiled card this turn. At the beginning of the next combat phase this turn, target creature you control deals damage equal to its power to up to one target creature you don't control.
Enchantment — Aura
Flash (You may cast this spell any time you could cast an instant.) Enchant creature Enchanted creature gets +2/+2.
Creature — Elemental
This creature enters with two +1/+1 counters on it. {1}{G}, Remove a +1/+1 counter from this creature: Target player searches their library for a basic land card, puts it onto the battlefield tapped, then shuffles.
Creature — Human Knight
First strike, haste Whenever this creature attacks, another target attacking Knight you control gets +1/+0 until end of turn. Equip abilities you activate that target this creature cost {3} less to activate.
Sorcery
You may pay {2}{R}{R} rather than pay this spell's mana cost. If the {2}{R}{R} cost was paid, an opponent discards any number of cards, then draws that many cards. Search your library for up to three cards, put them into your hand, shuffle, then discard three cards at random.
Sorcery
You gain 2 life for each creature you control.
Creature — Horror
{2}{B}: Adapt 2. (If this creature has no +1/+1 counters on it, put two +1/+1 counters on it.) Whenever one or more +1/+1 counters are put on this creature, you may draw two cards. If you do, you lose 2 life.
Land
{T}: Add {C}. {W/B}, {T}: Add {W}{W}, {W}{B}, or {B}{B}.
Creature — Imp
Flying {B}: This creature gains deathtouch until end of turn. (Any amount of damage it deals to a creature is enough to destroy it.)
Enchantment
{2}{B}{B}: Put a -1/-1 counter on target creature.
Sorcery
Each opponent exiles cards from the top of their library until they exile a nonland card. You may cast any number of spells from among those nonland cards without paying their mana costs. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Enchantment
At the beginning of each player's end step, that player draws a card. If the player is your opponent and has four or more cards in hand, this enchantment deals 2 damage to that player.
Creature — Elk
Whenever this creature attacks, another target attacking creature you control gains indestructible until end of turn. Whenever a creature or planeswalker you control becomes the target of a spell or ability an opponent controls, you may draw a card.
Artifact
You may pay {1} and return a basic land you control to its owner's hand rather than pay this spell's mana cost. This artifact enters tapped. {T}: Add {W} or {U}.
World Enchantment
Players play with the top card of their libraries revealed.
Land
This land enters tapped. {T}: Add {C}. Whenever this land or another land you control enters, if you control seven or more lands with different names, create a 2/2 black Zombie creature token.
Sorcery
Search your library for a basic Forest card, put that card onto the battlefield tapped, then shuffle. 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 — Vampire Wizard
Flying Whenever this creature deals combat damage to a player, that player exiles a card from their hand. You may play that card for as long as it remains exiled. Sacrifice a Human: Regenerate this creature.
Sorcery
Discard a card, then draw a card. When you discard a nonland card this way, Fiery Encore deals damage equal to that card's mana value to target creature or planeswalker. Storm (When you cast this spell, copy it for each spell cast before it this turn.)
Instant
Fiery Fall deals 5 damage to target creature. Basic landcycling {1}{R} ({1}{R}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
Sorcery
Flip a coin until you lose a flip or choose to stop flipping. If you lose a flip, Fiery Gambit has no effect. If you win one or more flips, Fiery Gambit deals 3 damage to target creature. If you win two or more flips, Fiery Gambit deals 6 damage to each opponent. If you win three or more flips, draw nine cards and untap all lands you control.
Sorcery
Fiery Justice deals 5 damage divided as you choose among any number of targets. Target opponent gains 5 life.
Instant
Fiery Temper deals 3 damage to any target. Madness {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.)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) When this Class enters, search your library for an Equipment card, reveal it, put it into your hand, then shuffle. {1}{R}{W}: Level 2 Equip abilities you activate cost {2} less to activate. {3}{R}{W}: Level 3 Whenever a creature you control attacks, up to one target creature blocks it this combat if able.
Enchantment
At the beginning of combat on each opponent's turn, separate all creatures that player controls into two piles. Only creatures in the pile of their choice can attack this turn.
Instant
Destroy all blocking creatures and all blocked creatures.
Artifact Creature — Angel
Flying When this creature enters, you gain 3 life for each artifact you control.
Instant
Exile target creature.
Instant
As an additional cost to cast this spell, sacrifice a creature or enchantment. Final Flare deals 5 damage to target creature.
Sorcery
Target player loses life equal to the damage already dealt to that player this turn.
Creature — Elf Salamander Rogue
This creature can't be blocked by creatures with power 2 or less. Encore {4}{G} ({4}{G}, 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.)
Sorcery // Sorcery
Sorcery
This spell costs {1} more to cast for each target beyond the first. Fireball deals X damage divided evenly, rounded down, among any number of targets.
Creature — Goblin Warrior
As long as this creature is equipped, it has haste. When this creature dies, it deals damage equal to its power to any target.
Instant
You may sacrifice two Mountains rather than pay this spell's mana cost. Fireblast deals 4 damage to any target.
Enchantment — Aura
Enchant creature {R}: Enchanted creature gets +1/+0 until end of turn.
Sorcery
Firecannon Blast deals 3 damage to target creature. Raid — Firecannon Blast deals 6 damage instead if you attacked this turn.
Instant
As an additional cost to cast this spell, pay X life. Fire Covenant deals X damage divided as you choose among any number of target creatures.
Creature — Drake
Flying {R}: This creature gets +1/+0 until end of turn. Activate only once each turn.
Creature — Elemental
Artifact
When this artifact enters, it deals 1 damage to any target. {2}{R}, Sacrifice this artifact: It deals 1 damage to any target.
Instant // Instant
Legendary Creature — Human Noble
Firebending 2 (Whenever this creature attacks, add {R}{R}. This mana lasts until end of combat.) Whenever you cast a spell while Fire Lord Azula is attacking, copy that spell. You may choose new targets for the copy. (A copy of a permanent spell becomes a token.)
Creature — Angel
Flying, first strike At the beginning of your upkeep, if Firemane Angel is in your graveyard or on the battlefield, you may gain 1 life. {6}{R}{R}{W}{W}: Return this card from your graveyard to the battlefield. Activate only during your upkeep.
Creature — Angel
Flying Battalion — Whenever this creature and at least two other creatures attack, this creature deals 3 damage to any target and you gain 3 life.
Instant
Search your library for an instant card with mana value 3, reveal it, and put it into your hand. Then repeat this process for instant cards with mana values 2 and 1. Then shuffle.
Creature — Human Artificer
Raid — At the beginning of your end step, if you attacked this turn, put a +1/+1 counter on another target creature or Vehicle you control.