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Inventory last scanned: 6/27/2026, 6:11:16 PM
Enchantment Creature — Elk
Bestow {1}{G} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached.) Enchanted creature loses all abilities and is a green Elk creature with base power and toughness 3/3.
Enchantment
At the beginning of your upkeep, each player exiles the top card of their library. Until end of turn, you may play the card you own exiled this way and each other card exiled this way with lesser mana value than it without paying their mana costs.
Sorcery
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Create three 1/1 white Spirit creature tokens with flying.
Enchantment
At the beginning of your upkeep, choose one — • Each player with exactly 13 life loses the game, then each player gains 1 life. • Each player with exactly 13 life loses the game, then each player loses 1 life.
Creature — Merfolk Rogue
This creature can't be blocked.
Enchantment Creature — Merfolk Wizard
Bestow {1}{U} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached.) As long as this permanent is a creature, it has prowess. (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Enchanted creature gets +1/+1 and has prowess.
Sorcery
Triumphant Chomp deals damage to target creature equal to 2 or the greatest power among Dinosaurs you control, whichever is greater.
Creature — Human Warrior
Lifelink Praesidium Protectiva — When this creature is put into your graveyard from the battlefield, exile it and the top six cards of your library in a face-down pile. If you do, shuffle that pile and put it back on top of your library. Miracle {1}{W} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
Legendary Creature — Kraken
Tromokratis has hexproof unless it's attacking or blocking. Tromokratis can't be blocked unless all creatures defending player controls block it. (If any creature that player controls doesn't block this creature, it can't be blocked.)
Creature — Human Wizard
When this creature enters, you may search your library for an artifact card with mana value 3, reveal it, put it into your hand, then shuffle.
Creature — Ouphe
Bargain (You may sacrifice an artifact, enchantment, or token as you cast this spell.) When this creature enters, if it was bargained, exile target artifact or enchantment an opponent controls.
Legendary Creature — Vedalken Scout
{T}: Add {G}{U}. Spend this mana only to cast spells with mana value 5 or greater or spells with {X} in their mana costs. {U}, {T}: Draw a card, then discard a card.
Enchantment
Creatures you control have double strike and lifelink.
Creature — Dinosaur
Trample When this creature enters, discover 5. {2}{R}, Discard this card: It deals 3 damage to target creature or planeswalker.
Legendary Creature — Human Soldier
Partner with Silvar, Devourer of the Free (When this creature enters, target player may put Silvar into their hand from their library, then shuffle.) At the beginning of your end step, if you attacked this turn, create a 1/1 white Human Soldier creature token.
Legendary Creature — Fish Spirit
Whenever Tui and La become tapped, draw a card. Whenever Tui and La become untapped, put a +1/+1 counter on them.
Sorcery
Create an X/X green Elemental creature token, where X is the greatest power among creatures you control. Plot {2}{G} (You may pay {2}{G} and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Instant
Draw a card. You get {E}{E} (two energy counters).
Creature — Insect
Landfall — Whenever a land you control enters, this creature deals 1 damage to each opponent.
Creature — Human Detective
When this creature enters, create a 1/1 white Glimmer enchantment creature token.
Creature — Mole Scout
At the beginning of your end step, if a face-down creature entered the battlefield under your control this turn, put a +1/+1 counter on this creature. {T}: Add {G}.
Sorcery
Choose a card name. Target player reveals cards from the top of their library until a card with that name is revealed. If it is, that player puts the rest of the revealed cards into their graveyard and puts the card with the chosen name on top of their library. Otherwise, the player shuffles.
Instant
Choose artifact, creature, or land. Tap all untapped permanents of the chosen type target player controls, or untap all tapped permanents of that type that player controls.
Instant
Counter target spell that targets a permanent you control.
Instant
Target creature gets +3/+0 until end of turn. When it dies this turn, manifest dread. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.)
Creature — Elf Scout Ranger Ally
Whenever this creature or another Ally you control enters, you may create a 2/2 green Wolf creature token. If you do, put a +1/+1 counter on this creature.
Instant
Until end of turn, target creature loses all abilities and becomes a blue Frog with base power and toughness 1/1.
Creature — Human Warrior
Outlast {G} ({G}, {T}: Put a +1/+1 counter on this creature. Outlast only as a sorcery.) Each creature you control with a +1/+1 counter on it has trample.
Legendary Creature — Merfolk Shaman
Tuvasa gets +1/+1 for each enchantment you control. Whenever you cast your first enchantment spell each turn, draw a card.
Creature — Frog Wizard
Your maximum hand size is twenty. Whenever you attack with two or more creatures, put a +1/+1 counter on this creature and draw a card. Whenever this creature attacks, you win the game if there are twenty or more counters on it or you have twenty or more cards in hand.
Creature — Elf Cleric
When this creature enters, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) Whenever one or more other creatures you control enter, if they entered or were cast from a graveyard, create a token that's a copy of one of them. This ability triggers only once each turn.
Creature — Spirit
Whenever a creature token leaves the battlefield, put a +1/+1 counter on this creature. {2}{W}, Remove a +1/+1 counter from this creature: Create two 1/1 white Spirit creature tokens with flying.
Land
{T}: Add {C}. {B/G}, {T}: Add {B}{B}, {B}{G}, or {G}{G}.
Creature — Vampire Cleric
Flying Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) At the beginning of your upkeep, if you have the city's blessing, reveal the top card of your library and put it into your hand. Each opponent loses X life and you gain X life, where X is that card's mana value.
Enchantment — Aura
Flash (You may cast this spell any time you could cast an instant.) Enchant creature Enchanted creature has double strike. (It deals both first-strike and regular combat damage.)
Instant
Twin Bolt deals 2 damage divided as you choose among one or two targets.
Sorcery
Strive — This spell costs {2}{R} more to cast for each target beyond the first. Choose any number of target creatures you control. For each of them, create a token that's a copy of that creature, except it has haste. Exile those tokens at the beginning of the next end step.
Creature — Dragon
Flying If a source you control would deal damage to an opponent or a permanent an opponent controls, it deals double that damage instead.