18033 I 30 E, Benton, AR, 72015
Cards Tracked
8530
In Stock
8523
Rating
—
Inventory last scanned: 6/16/2026, 6:10:34 PM
Legendary Creature — Human Rebel
Prevent all damage that would be dealt to Cho-Manno.
Enchantment — Aura
Flash Enchant creature As this Aura enters, choose a color. Enchanted creature has protection from the chosen color. This effect doesn't remove this Aura.
Creature — Kavu
Backup 1 (When this creature enters, put a +1/+1 counter on target creature. If that's another creature, it gains the following ability until end of turn.) This creature can't be blocked by creatures with power 2 or less.
Enchantment — Aura
Enchant creature you control Whenever enchanted creature attacks, put target creature card from defending player's graveyard onto the battlefield under your control tapped and attacking. Void — At the beginning of your end step, sacrifice this Aura unless a nonland permanent left the battlefield this turn or a spell was warped this turn.
Instant
This spell can't be copied. Choose one or both — • Copy target instant or sorcery spell you control. You may choose new targets for the copy. • Copy target creature spell you control. The copy gains haste and "At the beginning of the end step, sacrifice this token."
Legendary Creature — Dryad
Forestwalk (This creature can't be blocked as long as defending player controls a Forest.) As an additional cost to cast creature spells, you may pay any amount of mana. If you do, that creature enters with that many additional +1/+1 counters on it.
Enchantment — Aura
Enchant creature When this Aura enters, draw a card. Enchanted creature gets +0/+2.
Enchantment Creature — Manticore
Bestow {2}{W}{U}{B}{R}{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.) Flying, first strike, vigilance, trample, lifelink Enchanted creature gets +4/+4 and has flying, first strike, vigilance, trample, and lifelink.
Enchantment — Aura
Enchant creature As this Aura enters, choose a color. This Aura enters with a sleight counter on it. Prevent all damage that would be dealt to enchanted creature by sources of the last chosen color. {X}: Put a sleight counter on this Aura and choose a color. X is the number of sleight counters on this Aura.
Artifact
Lands you control have "{T}: Add one mana of any color." {T}: Add one mana of any color.
Artifact
{1}, {T}, Sacrifice this artifact: Add one mana of any color. Draw a card.
Artifact
{1}, {T}, Sacrifice this artifact: Add one mana of any color. When this artifact is put into a graveyard from the battlefield, draw a card.
Artifact Creature — Thopter
Flying When this creature enters, reveal the top two cards of your library. Put one of them into your hand and the other into your graveyard. If you put an artifact card into your hand this way, you gain 3 life.
Artifact Creature — Construct
When this creature enters, if you control two or more nonland, nontoken permanents with the same name as one another, create a 4/4 colorless Construct artifact creature token.
Creature — Drake
Affinity for artifacts (This spell costs {1} less to cast for each artifact you control.) Flying When this creature enters, reveal the top three cards of your library. Put all artifact cards revealed this way into your hand and the rest into your graveyard.
Creature — Crab Beast
Morph {4}{U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When this creature is turned face up, you may exchange control of target creature you control and target creature an opponent controls.
Enchantment — Aura
Enchant land Whenever enchanted land becomes tapped, its controller mills three cards.
Artifact Creature — Golem
{1}, {T}: Put a +1/+1 counter on this creature.
Instant
Put target creature into its owner's library second from the top.
Creature — Frog
Whenever this creature blocks or becomes blocked, it gets +2/+2 until end of turn.
Land
This land enters tapped. {T}: Add {B} or {R}.
Instant
Kicker {R} (You may pay an additional {R} as you cast this spell.) Cinderclasm deals 1 damage to each creature. If it was kicked, it deals 2 damage to each creature instead.
Land — Mountain Forest
({T}: Add {R} or {G}.) This land enters tapped unless you control two or more basic lands.
Creature — Lizard Assassin
This creature enters with a +1/+1 counter on it if an opponent lost life this turn. {1}{B/R}: This creature gains menace until end of turn. (It can't be blocked except by two or more creatures.)
Enchantment
Whenever an opponent casts a noncreature spell, this enchantment deals 1 damage to that player. {1}, Sacrifice this enchantment: Destroy target artifact or enchantment. This enchantment deals 2 damage to that permanent's controller.
Enchantment
{1}: The next time a black source of your choice would deal damage to you this turn, prevent that damage.
Enchantment
{1}: The next time a blue source of your choice would deal damage to you this turn, prevent that damage.
Enchantment
{1}: The next time a green source of your choice would deal damage to you this turn, prevent that damage.
Enchantment
{1}: The next time a red source of your choice would deal damage to you this turn, prevent that damage.
Enchantment
{1}: The next time a white source of your choice would deal damage to you this turn, prevent that damage.
Legendary Creature — Human Wizard
Whenever you cast a blue spell, exile the top card of target player's library. Whenever you cast a black spell, exile the top card of target player's library. Your opponents can't cast spells with the same name as a card exiled with Circu.
Sorcery
Search your library for up to two basic land cards and/or Gate cards, put them onto the battlefield tapped, then shuffle.
Instant
Counter target spell unless its controller pays {1} for each card in your graveyard. Madness {U} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Enchantment
As this enchantment enters, choose Khans or Dragons. • Khans — At the beginning of combat on your turn, put two +1/+1 counters on target creature you control. • Dragons — At the beginning of combat on each opponent's turn, tap target creature that player controls.
Creature — Human Druid
Creatures you control have "{T}: Add {G}."
Enchantment
When this enchantment enters, exile target creature or planeswalker an opponent controls until this enchantment leaves the battlefield.
Creature — Sphinx
Flying When this creature dies, 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.)
Sorcery
Destroy all creatures with toughness 4 or greater.
Creature — Elephant Soldier
When this creature enters, creatures you control get +1/+1 until end of turn.
Creature — Troll
Trample, haste When this creature enters, target opponent creates three 0/1 white Goat creature tokens. At the beginning of combat on your turn, any opponent may sacrifice a creature of their choice. If a player does, tap this creature, you gain 3 life, and you draw a card.
Sorcery // Sorcery
Sorcery
Gain control of target creature with mana value 3 or less until end of turn. Untap that creature. It gains haste until end of turn.
Creature — Goblin Shaman
Riot (This creature enters with your choice of a +1/+1 counter or haste.) Whenever this creature attacks, target creature an opponent controls can't block this turn.
Sorcery
Choose one or more — • Clan Defiance deals X damage to target creature with flying. • Clan Defiance deals X damage to target creature without flying. • Clan Defiance deals X damage to target player or planeswalker.
Creature — Spirit
Whenever you cast your second spell each turn, create a 1/1 white Spirit creature token with flying.
Sorcery
Choose one or more — • Target creature you control fights target creature an opponent controls. • Remove a lore counter from target Saga you control. (Removing lore counters doesn't cause chapter abilities to trigger.) • Put a lore counter on target Saga you control.
Instant
Target creature fights another target creature. (Each deals damage equal to its power to the other.)
Creature — Skeleton Shaman
This creature can't block. When this creature enters, you draw a card and you lose 1 life. {2}{B}{B}: Return this card from your graveyard to your hand.
Instant
Affinity for Cats (This spell costs {1} less to cast for each Cat you control.) Creatures you control get +2/+2 until end of turn.
Artifact Creature — Construct
This creature enters with three +1/+1 counters on it for each {G}{G} spent to cast it. When this creature enters, choose up to two other target creatures you control. For each {W}{W} spent to cast this creature, put a +1/+1 counter on each of them.
Sorcery
Choose one — • Destroy all creatures. • Destroy all artifacts and enchantments.