18033 I 30 E, Benton, AR, 72015
Cards Tracked
8539
In Stock
8532
Rating
—
Inventory last scanned: 6/22/2026, 6:09:12 PM
Enchantment
At the beginning of your upkeep, populate. (Create a token that's a copy of a creature token you control.)
Creature — Elf Crab Warrior
{2}{G}: Adapt 2. (If this creature has no +1/+1 counters on it, put two +1/+1 counters on it.) Whenever one or more +1/+1 counters are put on this creature, you may search your library for a card named Growth-Chamber Guardian, reveal it, put it into your hand, then shuffle.
Instant
Target creature gets +3/+3 until end of turn. It gets an additional +2/+2 until end of turn for each card named Growth Cycle in your graveyard.
Instant
Draw a card. You may put a land card from your hand onto the battlefield.
Kindred Sorcery — Goblin
Choose two — • Create a token that's a copy of target Goblin you control. • Creatures target player controls get +1/+1 and gain haste until end of turn. • Destroy target artifact or creature. • Target player mills five cards, then puts each Goblin card milled this way into their hand.
Sorcery
Choose a creature card with mana value 1 in your graveyard, then do the same for creature cards with mana value 2 and 3. Return those cards to the battlefield.
Sorcery
Until end of turn, colorless creatures you control gain "{T}: This creature deals damage equal to its power to target creature."
Legendary Creature — Goblin Shaman
Each other non-Human creature you control enters with an additional +1/+1 counter on it.
Legendary Creature — Zombie Villain
Combined, enchanted, and equipped creatures you control have menace. {3}{B}{R}, {T}: Put two target creature cards from graveyards onto the battlefield combined into one creature under your control. (Its power is equal to their total power, its toughness is equal to their total toughness, and it has their names, mana costs, types, text boxes, etc.)
Artifact
{T}: Add {R} or {G}. {R}{G}, {T}, Sacrifice this artifact: Draw a card.
Artifact
{T}: Add {R} or {G}. {R}{G}: This artifact becomes a 3/2 red and green Beast artifact creature with trample until end of turn.
Artifact
{T}: Add {R} or {G}. {R/G}{R/G}{R/G}{R/G}, {T}, Sacrifice this artifact: Draw two cards.
Creature — Beast
Whenever this creature or another creature you control enters, that creature fights target creature an opponent controls.
Creature — Ogre Warrior
Riot (This creature enters with your choice of a +1/+1 counter or haste.) Trample During your turn, you and this creature have hexproof.
Land
This land enters tapped. When this land enters, return a land you control to its owner's hand. {T}: Add {R}{G}.
Creature — Human Noble
Lifelink (Damage dealt by this creature also causes you to gain that much life.) When this creature enters, create two 3/3 white Knight creature tokens.
Creature — Spirit Knight
Flash Vigilance When this creature enters, any number of other target creatures you control phase out. (Treat them and anything attached to them as though they don't exist until their controller's next turn.)
Creature — Angel
Flying When this creature enters, exile up to one other target creature or artifact you control. Return it to the battlefield under its owner's control at the beginning of the next end step.
Creature — Human Soldier
Enlist (As this creature attacks, you may tap a nonattacking creature you control without summoning sickness. When you do, add its power to this creature's until end of turn.) Whenever this creature enlists a creature, scry 2. Discard a card: This creature gains indestructible until end of turn. Tap it.
Creature — Spirit Cleric
When this creature enters, target creature gets +1/+1 until end of turn.
Creature — Sphinx
Flying Landfall — Whenever a land you control enters, tap target creature an opponent controls. If that land is an Island, that creature doesn't untap during its controller's next untap step.
Creature — Elephant Warrior
Vigilance Whenever a modified creature you control dies, manifest the top card of your library. (Equipment, Auras you control, and counters are modifications. To manifest a card, put the top card of your library onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
Artifact Creature — Golem
Defender (This creature can't attack.)
Creature — Horse Mount
Ward {2} Whenever this creature attacks while saddled, search your library for a nonland permanent card with mana value 3 or less, put it onto the battlefield, then shuffle. Saddle 4
Sorcery
Reveal the cards in your library. An opponent chooses from among them a creature card, a land card, and a noncreature, nonland card. You put the chosen cards into your hand. Then shuffle.
Instant
Target creature gets +1/+0 and gains first strike until end of turn. Draw a card.
Enchantment
At the beginning of your upkeep, target opponent reveals the top three cards of their library, may put a creature card from among them onto the battlefield, then puts the rest into their graveyard. You do the same with the top three cards of your library. If two creatures are put onto the battlefield this way, those creatures fight each other.
Artifact
When this artifact enters, draw a card. {2}, {T}, Sacrifice this artifact: Add two mana of different colors.
Land
{T}: Add {C}. {1}, {T}: Add one mana of any color. If that mana is spent on a multicolored creature spell, that creature enters with an additional +1/+1 counter on it.
Creature — Human Mercenary
Trample This creature gets +1/+1 for each Aura and Equipment attached to it. When this creature dies, if it was enchanted, create a Junk token. When this creature dies, if it was equipped, create a Junk token.
Creature — Zombie Fish
Delve (Each card you exile from your graveyard while casting this spell pays for {1}.)
Creature — Human Ranger
When this creature enters, look at the top three cards of your library. You may put one of those cards back on top of your library. Put the rest into your graveyard.
Creature — Demon
Menace (This creature can't be blocked except by two or more creatures.) When this creature enters, target creature an opponent controls gets -2/-2 until end of turn and target creature you control gets +2/+2 until end of turn.
Creature — Bird Soldier
Flying Whenever a creature you control becomes blocked, you may untap that creature and remove it from combat.
Sorcery
This spell costs {2} less to cast if you control a creature with flying. Return target nonland permanent you don't control to its owner's hand. Draw a card.
Creature — Skeleton Pirate
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) Raid — When this creature enters, if you attacked this turn, look at the top three cards of your library. You may put one of those cards back on top of your library. Put the rest into your graveyard.
Creature — Skeleton Warrior
This creature enters tapped. {1}{B}: Return this card from your graveyard to your hand. Activate only during your turn and only if an opponent lost life this turn.
Enchantment
Whenever a nontoken creature you control dies, put a slime counter on this enchantment, then create a green Ooze creature token with "This token's power and toughness are each equal to the number of slime counters on Gutter Grime."
Creature — Goblin Shaman
Whenever you cast an instant or sorcery spell, this creature deals 2 damage to each opponent.
Creature — Crocodile
When this creature dies, put a +1/+1 counter on target creature you control.
Creature — Vampire
Flying Landfall — Whenever a land you control enters, other creatures you control get +1/+0 until end of turn. If that land is a Swamp, those creatures get +2/+0 until end of turn instead.
Creature — Specter
Flying This creature gets +3/+3 as long as an opponent has no cards in hand. Whenever this creature deals combat damage to a player, that player discards a card.
Legendary Creature — Human Rogue
{W}{U}, {T}: Put a bribery counter on target creature you don't control. Its controller draws a card. Creatures with bribery counters on them can't attack or block.
Legendary Creature — Bird Noble
Flying Whenever Gwaihir attacks, target attacking creature gains flying until end of turn. At the beginning of each end step, if you gained 3 or more life this turn, create a 3/3 white Bird creature token with flying and "Whenever this token attacks, target attacking creature gains flying until end of turn."
Legendary Creature — Human Bard
Whenever Gylwain or another nontoken creature you control enters, choose one — • Create a Royal Role token attached to that creature. • Create a Sorcerer Role token attached to that creature. • Create a Monster Role token attached to that creature.
Legendary Creature — Demon Kraken
Companion — Your starting deck contains only cards with even mana values. (If this card is your chosen companion, you may put it into your hand from outside the game for {3} as a sorcery.) When Gyruda enters, each player mills four cards. Put a creature card with an even mana value from among the milled cards onto the battlefield under your control.
Legendary Creature — Hydra
Gyrus enters with a number of +1/+1 counters on it equal to the amount of mana spent to cast it. Whenever Gyrus attacks, you may exile target creature card with lesser power from your graveyard. If you do, create a token that's a copy of that card and that's tapped and attacking. Exile the token at end of combat.
Creature — Snake
This creature enters with two +1/+1 counters on it. Each creature you control with a +1/+1 counter on it has menace. (A creature with menace can't be blocked except by two or more creatures.)
Legendary Creature — Merfolk Scout
At the beginning of combat on your turn, each Merfolk creature you control explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the exploring creature, then put the card back or put it into your graveyard.) Whenever Hakbal attacks, you may put a land card from your hand onto the battlefield. If you don't, draw a card.
Legendary Creature — Human Warrior Ally
Vigilance You may look at the top card of your library any time. You may cast Ally spells from the top of your library. Sacrifice Hakoda: Creatures you control get +0/+5 and gain indestructible until end of turn.
Legendary Creature — Human Warrior
Haktos attacks each combat if able. As Haktos enters, choose 2, 3, or 4 at random. Haktos has protection from each mana value other than the chosen number.