18033 I 30 E, Benton, AR, 72015
Cards Tracked
8563
In Stock
8556
Rating
—
Inventory last scanned: 6/28/2026, 6:09:53 PM
Sorcery
Choose up to two target creature cards in your graveyard. An opponent chooses one of them. Return that card to your hand. Return the other to the battlefield under your control. It gains haste. Exile it at the beginning of the next end step. Flashback {4}{B}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Buyback—Sacrifice three Islands. (You may sacrifice three Islands in addition to any other costs as you cast this spell. If you do, put this card into your hand as it resolves.) Target player takes an extra turn after this one.
Sorcery
Destroy target non-Merfolk creature.
Creature — Plant Wall
Defender When this creature enters, draw a card.
Creature — Wall
Defender, flying Shroud (This creature can't be the target of spells or abilities.)
Creature — Wall
Defender Whenever this creature blocks a creature, that creature doesn't untap during its controller's next untap step.
Creature — Wall
Defender (This creature can't attack.) Flying At the beginning of each end step, if this creature was dealt damage this turn, put a +0/+1 counter on it.
Creature — Wall
Defender When this creature enters, you may put three +1/+1 counters on target land you control. If you do, that land becomes a 0/0 Elemental creature with haste that's still a land.
Creature — Wall
Defender (This creature can't attack.) When this creature enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Creature — Plant Wall
Defender (This creature can't attack.) Reach (This creature can block creatures with flying.)
Sorcery
Exile target creature, then proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Land
This land enters tapped. {T}: Add {U} or {R}. {2}{U}{R}: Until end of turn, this land becomes a 1/4 blue and red Elemental creature with "{0}: Switch this creature's power and toughness until end of turn." It's still a land.
Creature — Raccoon Bard
Whenever you expend 4, put a +1/+1 counter on this creature. (You expend 4 as you spend your fourth total mana to cast spells during a turn.) {T}: Add {R} or {G}.
Artifact
{T}: Mill a card. {2}, {T}, Exile this artifact: Shuffle up to five target cards from your graveyard into your library.
Artifact
{4}, {T}: Roll a d20. Each opponent exiles cards from the top of their library until they exile an instant or sorcery card, then shuffles the rest into their library. You may cast up to X instant and/or sorcery spells from among cards exiled this way without paying their mana costs. 1—9 | X is one. 10—19 | X is two. 20 | X is three.
Enchantment — Aura
Enchant creature you control When this Aura enters, enchanted creature fights up to one target creature you don't control. (Each deals damage equal to its power to the other.) Enchanted creature gets +0/+2.
Creature — Wall
Defender (This creature can't attack.) Attacking creatures you control get +1/+0.
Creature — Minotaur Warrior
Trample This creature can't attack unless you control another creature with power 4 or greater.
Creature — Djinn Wizard
When this creature enters, return target noncreature, nonland card from your graveyard to your hand.
Creature — Human
{1}{W/B}: This creature becomes a Human Warrior with base power and toughness 3/3. {2}{W/B}{W/B}: If this creature is a Warrior, it becomes a Human Spirit Warrior with trample and lifelink. {3}{W/B}{W/B}{W/B}: If this creature is a Spirit, put five +1/+1 counters on it.
Creature — Human Soldier
As long as this creature has three or more counters on it, it has flying and vigilance. Tap three untapped artifacts and/or creatures you control: Put a +1/+1 counter on this creature. Scry 1. Activate only as a sorcery.
Creature — Treefolk
Vigilance (Attacking doesn't cause this creature to tap.) Whenever this creature becomes the target of a spell or ability an opponent controls, you may draw two cards.
Creature — Elf Warlock
Morbid — At the beginning of your end step, if a creature died this turn, choose one — • You gain 2 life. • You draw a card and you lose 1 life.
Creature — Crocodile
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Creature — Sliver
As this creature enters, choose a color. All Slivers have protection from the chosen color.
Creature — Human Monk
Reach This creature has indestructible as long as it attacked a battle this turn.
Instant
Kicker {B} (You may pay an additional {B} as you cast this spell.) Creatures you control get +2/+0 until end of turn. If this spell was kicked, whenever a creature you control dies this turn, draw a card.
Instant
Warleader's Helix deals 4 damage to any target and you gain 4 life.
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) At the beginning of your end step, if a creature died this turn, each opponent loses 1 life. {1}{B}: Level 2 When this Class becomes level 2, look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard. {6}{B}: Level 3 At the beginning of your end step, each opponent loses life equal to the life they lost this turn. (Damage causes loss of life.)
Creature — Human Soldier
As an additional cost to cast this spell, tap two untapped artifacts, creatures, and/or lands you control.
Artifact — Spacecraft
When this Spacecraft enters, it deals damage equal to the number of artifacts you control to target creature an opponent controls. 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 6+.) 6+ | Flying
Creature — Eldrazi Boar Beast
Reach When you cast or cycle Warped Tusker, create a 0/1 colorless Eldrazi Spawn creature token with "Sacrifice this token: Add {C}." Cycling {2}{G} ({2}{G}, Discard this card: Draw a card.)
Instant // Sorcery
Creature — Angel Warrior
Flying Whenever this creature deals damage, you gain that much life.
Instant
Until end of turn, up to two target creatures you control each gain "Whenever this creature deals combat damage to a player, draw a card."
Land
{T}: Add {C}. {3}, {T}, Pay life equal to the number of colors in your commanders' color identity: Draw a card.
Creature — Bird
Flying {5}{W}, {T}: Other creatures you control get +1/+1 until end of turn.
Creature — Shapeshifter
Changeling (This card is every creature type.) {R}: This creature gains first strike until end of turn.
Enchantment — Aura
Enchant creature When this Aura enters, target creature an opponent controls can't block this turn. Enchanted creature gets +1/+1 and has haste.
Creature — Goblin Shaman
Whenever this creature or another creature you control dies, scry 1.
Creature — Wolverine Dinosaur
Menace (This creature can't be blocked except by two or more creatures.) Whenever this creature attacks a battle, double its power until end of turn.
Creature — Cat Druid
When this creature enters or dies, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Sorcery
Return all permanents of the color of your choice to their owners' hands.
Legendary Creature — Cat Dragon
Flying, trample Whenever Wasitora deals combat damage to a player, that player sacrifices a creature of their choice. If the player can't, you create a 3/3 black, red, and green Cat Dragon creature token with flying.
Creature — Human Mercenary
Squad {2} (As an additional cost to cast this spell, you may pay {2} any number of times. When this creature enters, create that many tokens that are copies of it.) When this creature enters, each player sacrifices a creature of their choice.
Creature — Eldrazi Processor
Devoid (This card has no color.) When this creature enters, you may put a card an opponent owns from exile into that player's graveyard. If you do, target creature gets -3/-3 until end of turn.
Creature — Eldrazi Wizard
Kicker {G} and/or {1}{U} When you cast this spell, if it was kicked with its {G} kicker, exile target artifact or enchantment an opponent controls. When you cast this spell, if it was kicked with its {1}{U} kicker, return target creature an opponent controls to its owner's hand.
Creature — Human Wizard
Hideaway 4 (When this creature enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.) This creature enters tapped. When this creature leaves the battlefield, put the exiled card into its owner's hand.
Creature — Spirit
Flying 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.)
Creature — Sliver
All Sliver creatures get +0/+2.
Enchantment
Whenever a creature you control deals combat damage to a player, put a quest counter on this enchantment. Then if it has four or more quest counters on it, draw a card. Waterbend {4}: Target creature can't be blocked this turn. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for {1}.)
Sorcery — Lesson
Draw three cards. Then discard a card unless you waterbend {2}. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for {1}.)
Creature — Frog Soldier
Whenever this creature attacks, if another creature entered the battlefield under your control this turn, this creature gains flying until end of turn.
Creature — Human Soldier Ally
{5}: Creatures you control get +1/+1 until end of turn.