15973 Piuma Ave, Cerritos, CA, 90703
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Inventory last scanned: 6/22/2026, 6:09:50 PM
Legendary Creature — Human Performer
Whenever a Spider you control enters, draw a card. This ability triggers only once each turn.
Legendary Creature — Human Assassin Pirate
Haste {T}: Draw a card, then discard a card. Whenever you discard an Island, Pirate, or Vehicle card, create a tapped Treasure token.
Artifact — Equipment
Equipped creature gets +1/+2 and has hexproof. (It can't be the target of spells or abilities your opponents control.) Equip {3}
Artifact
Creatures you control are every creature type. The same is true for creature spells you control and creature cards you own that aren't on the battlefield. {3}, {T}: Create a 2/2 blue Shapeshifter creature token with changeling. (It is every creature type.)
Legendary Creature — Human Assassin
Menace Creatures you control have wither. (They deal damage to creatures in the form of -1/-1 counters.) Whenever a creature an opponent controls dies, if its toughness was less than 1, draw a card.
Creature — Phyrexian Wurm
When this creature enters, creatures your opponents control get -2/-2 until end of turn. Whenever a creature an opponent controls dies, that player loses 2 life.
Sorcery
Draw a card for each Human you control.
Sorcery
Destroy all nonwhite creatures.
Enchantment
All creatures have haste.
Creature — Elf Wizard
Each other creature you control enters with a number of additional +1/+1 counters on it equal to this creature's power and as a Mutant in addition to its other types.
Legendary Enchantment — Background
Commander creatures you own have "This creature enters with an additional +1/+1 counter on it" and "Other creatures you control enter with an additional +1/+1 counter on them."
Creature — Rhino Druid
At the beginning of your upkeep, each opponent chooses money, friends, or secrets. For each player who chose money, you and that player each create a Treasure token. For each player who chose friends, you and that player each create a 1/1 green and white Citizen creature token. For each player who chose secrets, you and that player each draw a card.
Creature — Demon
First strike, deathtouch This creature can only attack alone. Whenever this creature attacks a player and isn't blocked, that player's life total becomes 1. This creature assigns no combat damage this combat.
Creature — Zombie Wizard
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.) At the beginning of your upkeep, if this card is in your graveyard, you may pay 1 life. If you do, return it to your hand.
Creature — Sphinx
Flying Whenever this creature deals combat damage to a player, choose a card in your hand. That player guesses whether the card's mana value is greater than 4. If the player guessed wrong, you may cast the card without paying its mana cost.
Enchantment Creature — Demon
Flying At the beginning of your upkeep, each opponent draws a card.
Creature — Merfolk
Other Merfolk creatures you control get +1/+1 and have islandwalk. (They can't be blocked as long as defending player controls an Island.)
Creature — Merfolk Wizard
Protection from red Elemental creatures you control get +1/+1. When this creature enters, create a number of 1/0 blue Elemental creature tokens equal to your devotion to blue. (Each {U} in the mana costs of permanents you control counts toward your devotion to blue.)
Instant
Target creature you control deals damage equal to its power to target creature or planeswalker you don't control.
Creature — Dwarf Artificer
Servos and Thopters you control get +1/+1. {3}{W}: Create a 1/1 colorless Servo artifact creature token.
Instant
Cast this spell only before attackers are declared. You choose which creatures attack this turn. You choose which creatures block this turn and how those creatures block.
Artifact — Equipment
You may have this Equipment enter as a copy of any Equipment on the battlefield.
Sorcery
Target player draws 2ˣ cards. (2⁰ = 1, 2¹ = 2, 2² = 4, 2³ = 8, 2⁴ = 16, 2⁵ = 32, and so on.)
Legendary Creature — Human Warlock
Whenever you scry or surveil, draw a card. (Draw after you scry or surveil.)
Creature — Eldrazi
({C} represents colorless mana.) When this creature dies, reveal the top card of your library. You may put that card onto the battlefield if it's a permanent card with mana value 3 or less. Otherwise, put that card into your hand.
Creature — Spirit
Flying Whenever another Spirit you control enters, this creature gets +1/+1 until end of turn. Sacrifice this creature: Counter target instant or sorcery spell unless its controller pays {X}, where X is this creature's power.
Creature — Tyranid
Ravenous (This creature enters with X +1/+1 counters on it. If X is 5 or more, draw a card when it enters.) Terror from the Deep — When this creature enters, it fights up to one target creature an opponent controls. If that creature would die this turn, exile it instead.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Until your next turn, each creature attacks each combat if able and attacks a player other than you if able. II — Add {R}{R}{R}. III — This Saga deals 5 damage to each opponent.
Instant
Put a +1/+1 counter on target creature. It gains deathtouch and indestructible until end of turn.
Land
{T}: Untap target attacking creature. Prevent all combat damage that would be dealt to and dealt by that creature this turn.
Land
This land enters tapped. {T}: Add {C}. {3}, {T}, Return this land to its owner's hand: Search your library for a Gate card, put it onto the battlefield, then shuffle. If you control ten or more Gates with different names, you win the game.
Legendary Creature — Insect Shaman
Flying Whenever a player sacrifices another permanent, put a +1/+1 counter on each creature you control.
Legendary Creature — Halfling Knight
Whenever an enchanted creature attacks one of your opponents, it gets +2/+0 and gains trample until end of turn. Whenever an Aura you control is put into your graveyard from the battlefield, exile it. Until the end of your next turn, you may cast that card.
Enchantment — Room // Enchantment — Room
Artifact Creature — Robot Artificer
Whenever another artifact you control enters, create a 2/2 colorless Robot artifact creature token. This ability triggers only once each turn.
Enchantment — Aura
Enchant artifact you control At the beginning of your upkeep, create a token that's a copy of enchanted artifact. Then if you control eight or more artifacts with the same name as one another, you win the game.
Artifact Creature — Robot Pilot
Whenever this creature becomes tapped, draw a card, then discard a card.
Artifact Creature — Robot Jellyfish
When this creature enters, tap target artifact or creature an opponent controls and put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.) Warp {2}{U} (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.)
Artifact Creature — Robot Soldier
Defender As long as an artifact entered the battlefield under your control this turn, this creature can attack as though it didn't have defender.