Inventory last scanned: 5/17/2026, 8:05:42 PM
Sorcery
Look at the top three cards of your library, then put them back in any order. You may shuffle. Draw a card.
Creature — Zombie Cleric
Extort (Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain that much life.) Other creatures you control have extort. (If a creature has multiple instances of extort, each triggers separately.)
Creature — Human Rogue
{1}{B}, Sacrifice another creature or enchantment: This creature gains indestructible until end of turn. Tap it. (Damage and effects that say "destroy" don't destroy it.) Whenever you sacrifice a permanent, target opponent loses 1 life and you gain 1 life.
Sorcery
Draw three cards, untap up to two lands, then discard a card.
Artifact
When this artifact enters, exile target nonland permanent an opponent controls with mana value 2 or less until this artifact leaves the battlefield.
Artifact
When this artifact enters, each opponent sacrifices three creatures of their choice. At the beginning of your upkeep, put target creature card from a graveyard onto the battlefield under your control. It's a Phyrexian in addition to its other types.
Creature — Satyr Scout
{T}: Untap target land. {T}: Choose target battle. If an opponent protects it, remove a defense counter from it. Otherwise, put a defense counter on it. Activate only as a sorcery.
Creature — Goat
{3}, Discard a card: Put three +1/+1 counters on this creature and it becomes a black Demon in addition to its other colors and types. Activate only once.
Enchantment
Whenever a player casts a spell from their hand, that player exiles it, then exiles cards from the top of their library until they exile a card that shares a card type with it. That player may cast that card without paying its mana cost. Then they put all cards exiled with this enchantment on the bottom of their library in a random order.
Creature — Kavu Artificer
Whenever this creature or another Kavu you control enters, exile the top card of your library. For as long as that card remains exiled, you may play it if you control a Kavu. Warp {1}{R} (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Creature — Shark Beast
Mutate {3}{U} (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.) Flash Whenever this creature mutates, you may return target creature an opponent controls to its owner's hand.
Artifact
{T}, Remove a counter from a permanent you control: Choose one — • Put a charge counter on target artifact. • Put a +1/+1 counter on target creature.
Artifact — Equipment
Equipped creature has trample and "Whenever this creature deals combat damage to a player, put that many +1/+1 counters on it." Equip {2}
Artifact Creature — Assembly-Worker
{3}: This creature gets +2/+2 until end of turn. If you control creatures named Mine Worker and Tower Worker, put two +1/+1 counters on this creature instead. Activate only once each turn.
Instant
Destroy target non-Angel, non-Demon, non-Devil, non-Dragon creature.
Creature — Zombie
Deathtouch Curse of the Walking Pox — Whenever you cast a spell from anywhere other than your hand, return this card from your graveyard to the battlefield tapped.
Instant
Draw four cards. Then discard two cards unless you discard an instant or sorcery card.
Sorcery
Return all cards from your graveyard to your hand. Exile Praetor's Counsel. You have no maximum hand size for the rest of the game.
Sorcery
Search target opponent's library for a card and exile it face down. Then that player shuffles. You may play that card for as long as it remains exiled.
Land — Plains Island
({T}: Add {W} or {U}.) This land enters tapped unless you control two or more basic lands.
Legendary Creature — Wall
Flying, defender As Pramikon enters, choose left or right. Each player may attack only the nearest opponent in the chosen direction and planeswalkers controlled by that opponent.
Legendary Creature — Cat Soldier
During your turn, creature tokens you control get +1/+4. {3}{W}: Create a 1/1 white Soldier creature token. Partner (You can have two commanders if both have partner.)
Enchantment
Flash When this enchantment enters, exile up to one target nonland permanent an opponent controls until this enchantment leaves the battlefield. You gain 2 life.
Creature — Vampire Cleric
Deathtouch Whenever this creature attacks the player with the most life or tied for most life, create a 1/1 white Vampire creature token with lifelink. Whenever this creature attacks while you have the most life or are tied for most life, you draw a card and you lose 1 life.
Creature — Phyrexian Elf Warrior
This creature enters with two oil counters on it. {2}{G}, {T}, Remove an oil counter from this creature: Target creature gets +2/+2 until end of turn. Activate only as a sorcery.
Instant
Choose target creature you control. You gain life equal to that creature's power plus its toughness.
Enchantment — Aura
Enchant creature Enchanted creature gets +3/+3, must be blocked if able, and is goaded. (It attacks each combat if able and attacks a player other than you if able.)
Creature — Dinosaur Ninja
This creature can't be blocked by creatures with greater power. {1}{W}, {T}: Return another target creature you control to its owner's hand. Activate only during your turn.
Sorcery
Scry 2, then draw a card. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Sorcery
Creatures you control get +10/+10 and gain vigilance until end of turn.
Instant
Return target spell or nonland permanent an opponent controls to its owner's hand. You may cast an instant or sorcery spell with equal or lesser mana value from your hand without paying its mana cost.
Legendary Creature — Rabbit Wizard
Whenever another nontoken creature you control enters, if it wasn't cast, create a token that's a copy of that creature, except it's a 0/1 white Illusion. {1}{W}, Sacrifice five Illusions: Exile target nonland permanent.
Sorcery
Target creature you control fights target creature you don't control. (Each deals damage equal to its power to the other.)
Enchantment
Whenever a player taps a land for mana, if it's not that player's turn, destroy that land.
Sorcery
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. If mana from a Treasure was spent to cast this spell, that creature gets +2/+0 until end of turn.
Creature — Shapeshifter
Changeling (This card is every creature type.) Lifelink
Creature — Cat
Vigilance (Attacking doesn't cause this creature to tap.) When this creature enters, create a 1/1 white Cat creature token.
Creature — Cat
This creature gets +1/+1 for each other Cat you control. {W}, {T}, Exert this creature: Create two 1/1 white Cat creature tokens with lifelink. (An exerted creature won't untap during your next untap step.)
Creature — Dwarf Cleric
When this creature enters, you gain 1 life and draw a card.
Creature — Human Cleric
{T}, Sacrifice two other creatures: Any number of target players each lose 2 life and sacrifice a creature of their choice. You add {B}{B} and draw a card.
Creature — Phyrexian Cleric
Vigilance Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
Sorcery
Exile the top card of your library. If it's a permanent card, you may put it onto the battlefield. If you do, repeat this process.
Enchantment
If one or more tokens would be created, twice that many of those tokens are created instead. If one or more +1/+1 counters would be put on a creature, twice that many +1/+1 counters are put on that creature instead.
Creature — Astartes Warrior
When this creature enters, choose one — • Executioner Round — Destroy target creature. • Hyperfrag Round — Creatures target player controls get -2/-2 until end of turn.
Creature — Elf Scout
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.) Whenever this creature enters or attacks, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Creature — Hydra
This creature enters with X +1/+1 counters on it. At the beginning of your upkeep, double the number of +1/+1 counters on this creature. This creature has trample as long as it has ten or more +1/+1 counters on it.
Legendary Creature — Human Noble
Whenever you draw your second card each turn, create a 1/1 white Human Soldier creature token.
Instant
Search your library for a basic land card or Town card, put it onto the battlefield tapped, then shuffle. When you search your library this way, put a +1/+1 counter on target creature you control.
Creature — Elemental
Trample Vivid — When this creature enters, up to X target creatures you control get +X/+X until end of turn, where X is the number of colors among permanents you control.
Land
This land enters tapped. {T}: Add {U} or {R}. {4}, {T}: Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Instant
Choose one — • Surveil 2, then draw a card. • Prismari Charm deals 1 damage to each of one or two targets. • Return target nonland permanent to its owner's hand.