15973 Piuma Ave, Cerritos, CA, 90703
Cards Tracked
9084
In Stock
1761
Rating
—
Inventory last scanned: 6/27/2026, 6:11:16 PM
Artifact Creature — Scarecrow
Delirium — Whenever this creature attacks, if there are four or more card types among cards in your graveyard, look at the top card of your library. If it's a land card, you may put it onto the battlefield. If you don't put the card onto the battlefield, put it into your hand.
Creature — Rat Warlock
When this creature enters, mill three cards. When you do, target creature an opponent controls gets -X/-X until end of turn, where X is the greatest mana value among cards in your graveyard.
Legendary Creature — Rat Warlock
Whenever Wick or another Rat you control enters, create a 1/1 black Snail creature token if you don't control a Snail. Otherwise, put a +1/+1 counter on a Snail you control. {U}{B}{R}, Sacrifice a Snail: Wick deals damage equal to the sacrificed creature's power to each opponent. Then draw cards equal to the sacrificed creature's power.
Creature — Zombie Knight
Vigilance This creature gets +1/+1 for each creature card in your graveyard. {T}, Sacrifice another creature: Search your library for a land card, put it onto the battlefield tapped, then shuffle.
Enchantment
Whenever a creature you control becomes the target of an instant or sorcery spell, that creature gets +3/+3 until end of turn.
Sorcery
Return X target cards from your graveyard to your hand. Exile Wildest Dreams.
Artifact Creature — Scarecrow
Defender {2}, Sacrifice this creature: Search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle.
Creature — Human Wizard
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.) When this creature enters, create X 1/1 red Elemental creature tokens with "Whenever this token becomes tapped, it deals 1 damage to target player."
Sorcery
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.) Wildfire Howl deals 2 damage to each creature. If the gift was promised, instead Wildfire Howl deals 1 damage to any target and 2 damage to each creature.
Enchantment — Aura
Enchant land Whenever enchanted land is tapped for mana, its controller adds an additional {G}.
Creature — Elemental
Whenever a creature you control explores, put a +1/+1 counter on this creature and you gain 3 life.
Creature — Orc Shaman Sorcerer
The first spell you cast from exile each turn has cascade. (When you cast your first spell from exile, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Instant
Destroy target permanent an opponent controls. Its controller reveals cards from the top of their library until they reveal a permanent card that shares a card type with that permanent. They put that card onto the battlefield and the rest on the bottom of their library in a random order.
Creature — Cat Warrior
This creature gets +1/+1 as long as you control a Mountain. This creature gets +1/+1 as long as you control a Plains.
Instant
You may choose new targets for target instant or sorcery spell. Then copy that spell. You may choose new targets for the copy.
Sorcery
Target creature gets +3/+0 and gains haste until end of turn. Harmonize {4}{R} (You may cast this card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by {X}, where X is its power. Then exile this spell.)
Instant
Ferocious — If you control a creature with power 4 or greater, damage can't be prevented this turn. Wild Slash deals 2 damage to any target.
Enchantment
Skip your draw step. At the beginning of your upkeep, exile the top two cards of your library. You may play those cards this turn.
Creature — Hydra
This creature enters with X +1/+1 counters on it. Whenever one or more +1/+1 counters are put on another non-Hydra creature you control, put a +1/+1 counter on this creature.
Creature — Human Wizard
Whenever a creature an opponent controls becomes the target of a spell or ability you control, gain control of that creature for as long as you control this creature.
Instant
Choose one. If you control a commander as you cast this spell, you may choose both instead. • Create a number of 1/1 red Warrior creature tokens equal to the number of creatures target player controls. • Will of the Mardu deals damage to target creature equal to the number of creatures you control.
Sorcery
Choose one. If you control a commander as you cast this spell, you may choose both instead. • Create a token that's a copy of target permanent, except it's a 4/4 Dragon creature with flying in addition to its other types. • Target player draws cards equal to the greatest mana value among permanents you control.
Legendary Creature — Dryad Druid
{1}, {T}: Choose another target creature. Put a number of +1/+1 counters on it equal to the amount of life you gained this turn or the amount of life you lost this turn, whichever is greater. Activate only as a sorcery.
Land
{T}: Add {U}. {T}: Add {G}. Activate only if you control a Forest or an Island.
Creature — Elemental
Flying When this creature enters, scry 2.
Legendary Creature — Human Wizard
Vigilance {T}: Spells you cast this turn that are white and/or blue cost {X} less to cast, where X is the amount of life you gained this turn. Activate only as a sorcery.
Legendary Creature — Bear Warrior
This spell can't be countered. Vigilance, reach, trample Ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.) Choose a Background (You can have a Background as a second commander.)
Enchantment
As this enchantment enters, choose Mardu or Jeskai. • Mardu — If a creature attacking causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time. • Jeskai — At the beginning of your upkeep, create a 1/1 red Goblin creature token. It gains lifelink and haste until end of turn.
Sorcery
Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way.
Land
{T}: Add {C}. {2}, {T}: You may cast creature spells this turn as though they had flash.
Creature — Snake
If one or more counters would be put on an artifact or creature you control, that many plus one of each of those kinds of counters are put on that permanent instead. If you would get one or more counters, you get that many plus one of each of those kinds of counters instead.
Land
This land enters tapped. When this land enters, you gain 1 life. {T}: Add {R} or {W}.
Creature — Angel
Flash Flying When this creature enters during the declare attackers step, for each attacking creature, you may reselect which player or permanent that creature is attacking. (It can't attack its controller or their permanents.)
Instant
Prevent all combat damage that would be dealt this turn. Ferocious — If you control a creature with power 4 or greater, instead prevent all combat damage that would be dealt this turn by creatures your opponents control.
Instant
Return target nonland permanent to its owner's hand. Each player mills two cards.
Land
{T}, Pay 1 life, Sacrifice this land: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.
Land — Town
This land enters tapped. {T}: Add {G} or {W}.
Creature — Human Monk
Flying Flurry — Whenever you cast your second spell each turn, create a 1/1 white Bird creature token with flying.
Creature — Human Wizard
Soulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.) As long as this creature is paired with another creature, both creatures have flying.
Artifact — Equipment
Equipped creature has flying and ward {4}. (Whenever equipped creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {4}.) Equip {1}
Creature — Tyranid
Flying, haste The Will of the Hive Mind — Other creatures you control with counters on them have flying and haste.
Instant
Target creature gets +2/+2 until end of turn. Put a flying counter on it. Scry 1.
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 and has flying. {2}{U}: Return this Aura to its owner's hand.