18033 I 30 E, Benton, AR, 72015
Cards Tracked
8557
In Stock
8550
Rating
—
Inventory last scanned: 6/27/2026, 6:10:17 PM
Creature — Bird Spirit
Flying If a source would deal damage to this creature, prevent that damage. The source's controller draws cards equal to the damage prevented this way.
Creature — Insect Warrior
Flying Whenever this creature becomes tapped, you may sacrifice another creature or artifact. If you do, draw a card.
Creature — Elf Shaman
{4}{B}, {T}: Creatures you control get +1/+0 and gain menace until end of turn. (They can't be blocked except by two or more creatures.) {1}{G}, {T}: You gain 2 life.
Enchantment
Whenever you cast an instant or sorcery spell, you may copy that spell. You may choose new targets for the copy.
Creature — Fungus Beast
This creature enters with a +1/+1 counter on it. Whenever a creature you control with a +1/+1 counter on it becomes the target of a spell an opponent controls, create a 1/1 green Insect creature token. {1}, {T}: Put a +1/+1 counter on this creature.
Sorcery
Target player mills four cards. Escape—{3}{U}, Exile four other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Instant
Target creature gets +2/+2 until end of turn. You may put a land card from your hand onto the battlefield.
Sorcery
Sweltering Suns deals 3 damage to each creature. Cycling {3} ({3}, Discard this card: Draw a card.)
Creature — Human Soldier
Double strike (This creature deals both first-strike and regular combat damage.) Vigilance (Attacking doesn't cause this creature to tap.) Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
Artifact — Equipment
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and {T} no matter when it came under your control.) Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Instant
Destroy target tapped creature.
Land
This land enters tapped. When this land enters, you gain 1 life. {T}: Add {U} or {R}.
Creature — Nightmare Merfolk
This creature gets +3/+0 as long as there are ten or more cards in a single graveyard. This creature can't be blocked as long as you control an Ashiok planeswalker.
Sorcery
Choose one or both — • Put target creature on top of its owner's library. • Return target creature to its owner's hand.
Artifact — Equipment
Equipped creature gets +1/+2. Equip {2} Whenever a 1/1 creature you control enters, you may return this card from your graveyard to the battlefield, then attach it to that creature.
Artifact — Equipment
Equipped creature gets +2/+0 and has first strike, vigilance, trample, and haste. Equip {3}
Sorcery
Reveal the top three cards of your library. For each of those cards, put that card into your hand unless any opponent pays 3 life. Then exile the rest.
Instant
Exile target creature. Its controller gains life equal to its power.
Creature — Human Knight
This creature has first strike as long as another Knight entered the battlefield under your control this turn.
Sorcery
Create two 1/1 white Soldier creature tokens with lifelink.
Legendary Creature — Merfolk Wizard
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) {1}{W}: Target Merfolk you control gains protection from the color of your choice until end of turn.
Sorcery
Choose an opponent. You and that player each create an X/X green Treefolk creature token. Choose an opponent. You and that player each create X 1/1 green Elf Warrior creature tokens.
Creature — Elf Scout Ranger
When this creature enters, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle.
Instant
Exile up to two target artifacts and/or enchantments. Basic landcycling {2} ({2}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
Sorcery
Search your library for a land card, reveal it, put it into your hand, then shuffle.
Artifact — Equipment
Equipped creature gets +1/+0. Whenever equipped creature dies, you gain 3 life. Equip {1}
Artifact Creature — Shaman
{G}, Sacrifice this creature: Destroy target artifact or enchantment.
Legendary Creature — Symbiote Spider Hero
Whenever this creature deals combat damage to a player, look at that many cards from the top of your library. Put one of them into your hand and the rest into your graveyard. Find New Host — {2}{U/B}, Exile this card from your graveyard: Put a +1/+1 counter on target creature you control. It gains this card's other abilities. Activate only as a sorcery.
Creature — Elf
When this creature dies, create two 1/1 green Insect creature tokens.
Creature — Sliver
All Sliver creatures have vigilance.
Instant
Counter target spell unless its controller pays {X}. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
Creature — Human Cleric
{1}{W}, {T}: Tap target creature with power 4 or greater. {4}{B}, {T}: This creature deals 2 damage to target opponent or planeswalker.
Creature — Aetherborn Rogue
{1}, Sacrifice an artifact: Put a +1/+1 counter on this creature. It gains indestructible until end of turn.
Artifact — Spacecraft
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 9+.) 2+ | At the beginning of combat on your turn, up to one other target artifact you control becomes an artifact creature with base power and toughness 2/2 and gains flying until end of turn. 9+ | Flying, vigilance
Legendary Creature — Human Knight
First strike (This creature deals combat damage before creatures without first strike.) Whenever Syr Alin attacks, other creatures you control get +1/+1 until end of turn.
Legendary Creature — Human Knight
When Syr Armont enters, create a Monster Role token attached to another target creature you control. (If you control another Role on it, put that one into the graveyard. Enchanted creature gets +1/+1 and has trample.) Enchanted creatures you control get +1/+1.
Legendary Creature — Human Knight
Whenever Syr Carah or an instant or sorcery spell you control deals damage to a player, exile the top card of your library. You may play that card this turn. {T}: Syr Carah deals 1 damage to any target.
Sorcery
Gain control of target artifact or creature until end of turn. Untap that permanent. It gains haste until end of turn. If it's a Spacecraft, put ten charge counters on it. If you do, remove ten charge counters from it at the beginning of the next end step.
Legendary Creature — Vampire
Flying If Szadek would deal combat damage to a player, instead put that many +1/+1 counters on Szadek and that player mills that many cards.
Instant
Choose one. If you control a commander as you cast this spell, you may choose both instead. • Each opponent sacrifices a creature they control with the greatest power. • Exile all opponents' graveyards, then create X 0/1 black Thrull creature tokens, where X is the greatest power among creature cards exiled this way.
Artifact — Equipment
When this Equipment enters, you get {E}{E} (two energy counters). Equipped creature gets +3/+3 and doesn't untap during its controller's untap step. At the beginning of your upkeep, you may pay {E}. If you do, untap equipped creature, then put your choice of a menace, trample, or lifelink counter on it. Equip {3}
Creature — Cat Ranger
Flying Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
Creature — Orc Sorcerer
Trample Opus — Whenever you cast an instant or sorcery spell, put a +1/+1 counter on this creature. If five or more mana was spent to cast that spell, put two +1/+1 counters on this creature instead.
Sorcery
Look at the top three cards of target opponent's library, then put them back in any order. That player looks at the top three cards of your library, then puts them back in any order.
Legendary Creature — Human Monk
Flurry — Whenever you cast your second spell each turn, copy it, then exile the spell you cast with four time counters on it. If it doesn't have suspend, it gains suspend. (At the beginning of its owner's upkeep, they remove a time counter. When the last is removed, they may play it without paying its mana cost. If it's a creature, it has haste.)