1010 West 104th Avenue, Northglenn, CO, 80234
Cards Tracked
8902
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8901
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Inventory last scanned: 6/26/2026, 6:08:38 PM
Creature — Merfolk Rogue
Whenever this creature deals combat damage to a player, draw a card.
Creature — Horror
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Creature — Cat Monkey
This creature enters with two +1/+1 counters on it. At the beginning of your upkeep, you may move any number of +1/+1 counters from this creature onto another target creature.
Snow Creature — Elf Rogue
{T}: Untap target snow land.
Creature — Crab Turtle Crocodile
Defender {6}{G/U}{G/U}: Adapt 3. (If this creature has no +1/+1 counters on it, put three +1/+1 counters on it.) As long as this creature has a +1/+1 counter on it, it can attack as though it didn't have defender.
Creature — Goblin Warrior
Trample Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
Creature — Goblin Warrior
Wither (This deals damage to creatures in the form of -1/-1 counters.)
Creature — Cat
Landfall — Whenever a land you control enters, this creature gets +1/+1 until end of turn.
Creature — Specter
Flying Whenever this creature deals combat damage to a player, each opponent discards a card. Each player who discarded a card with the greatest mana value among cards discarded this way loses life equal to that mana value.
Creature — Cat
Shroud (This creature can't be the target of spells or abilities.) When this creature enters, sacrifice it unless you sacrifice a land.
Creature — Merfolk Rogue
{4}{U}: This creature gets +1/+0 until end of turn and can't be blocked this turn. This ability costs {1} less to activate for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
Creature — Kor Warrior
{4}{W}: Creatures you control get +1/+1 until end of turn.
Artifact Creature — Golem Warrior
This spell costs {1} less to cast for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
Creature — Human Wizard
When this creature enters, look at the top two cards of your library. Put one of them into your hand and the other on the bottom of your library.
Sorcery
Return up to three target creatures your opponents control to their owners' hands. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Sorcery
Return up to three target creatures and/or enchantments to their owners' hands.
Enchantment — Aura
Flash Enchant creature Enchanted creature gets +0/+2 as long as it's a Pirate. Otherwise, it gets -2/-0.
Creature — Octopus
This creature can't attack unless defending player controls an Island. {5}{U}{U}: Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.) When this creature becomes monstrous, target land becomes an Island in addition to its other types.
Enchantment
Sacrifice this enchantment: Destroy target nonblack creature. It can't be regenerated.
Enchantment
Sacrifice this enchantment: Destroy target artifact or enchantment.
Enchantment
Sacrifice this enchantment: Target creature gets +3/+3 until end of turn.
Land
This land enters tapped unless you have two or more opponents. {T}: Add {W} or {U}.
Creature — Spirit
Flying {3}{B}: This creature gains deathtouch until end of turn. (Any amount of damage it deals to a creature is enough to destroy it.)
Creature — Human Soldier
This spell costs {1} less to cast for each creature you attacked with this turn. When this creature enters, draw a card.
Enchantment
When this enchantment enters, exile the top five cards of your library. Whenever you play a card with the same name as one of the exiled cards, you may put one of those cards with that name into its owner's hand. Then if there are no cards exiled with this enchantment, sacrifice it. If you do, take an extra turn after this one.
Enchantment
Whenever a creature attacks you or a planeswalker you control, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Sorcery
Target player reveals their hand. You gain life equal to the number of cards in that player's hand.
Instant
Searing Barrage deals 5 damage to target creature. Adamant — If at least three red mana was spent to cast this spell, Searing Barrage deals 3 damage to that creature's controller.
Enchantment
Whenever you gain life, you may pay {2}. If you do, this enchantment deals 2 damage to any target.
Instant
Searing Spear deals 3 damage to any target.
Instant
Searing Wind deals 10 damage to any target.
Creature — Merfolk Wizard Ally
Whenever this creature or another Ally you control enters, you may have Ally creatures you control gain flying until end of turn.
Enchantment — Aura
Enchant land (Target a land as you cast this. This card enters attached to that land.) Enchanted land is an Island.
Creature — Human Detective
Whenever you attack with three or more creatures, this creature gets +2/+0 until end of turn.
Instant
Choose one or both — • Return target creature card from your graveyard to your hand. • Return target enchantment card from your graveyard to your hand.
Land
As this land enters, you may reveal a Faerie card from your hand. If you don't, this land enters tapped. {T}: Add {U} or {B}.
Land
This land enters tapped. {T}: Add {W}. Cycling {W} ({W}, Discard this card: Draw a card.)
Instant
Choose one — • Conceal — Until end of turn, target creature you control becomes a Citizen with base power and toughness 1/1 and gains hexproof. • Reveal — Until end of turn, target creature you control becomes a Hero with base power and toughness 3/4 and gains flying and vigilance.
Enchantment — Aura
Enchant creature you control When this Aura enters, exile up to one target creature other than enchanted creature until this Aura leaves the battlefield. Enchanted creature becomes a copy of that creature until this Aura leaves the battlefield. Enchanted creature has ward {2}.
Conspiracy
Hidden agenda (Start the game with this conspiracy face down in the command zone and secretly choose a card name. You may turn this conspiracy face up any time and reveal that name.) Creatures you control with the chosen name have "{T}: Add one mana of any color."
Sorcery
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Draw two cards. If you have the city's blessing, draw three cards instead.
Instant
Investigate. If this spell was cast from a graveyard, investigate twice instead. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.") Flashback {3}{U}
Sorcery
Exile target nonland permanent. Its controller creates a 1/1 white Soldier creature token.
Creature — Rhino Warrior
You may pay {R}{G} rather than pay this spell's mana cost. Spend only mana produced by Treasures to cast it this way.
Creature — Scorpion
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
Creature — Zombie Wizard
When this creature enters, if you control a blue permanent, return target nonland permanent to its owner's hand.
Sorcery
Draw two cards, then shuffle a card from your hand into your library.
Instant
Destroy target artifact or enchantment. If {G} was spent to cast this spell, create two 1/1 green Saproling creature tokens.
Creature — Human Wizard
{T}: Draw a card, then discard a card. Activate only if you've cast a noncreature spell this turn.
Creature — Merfolk Scout
{2}{G}: This creature explores. Activate only as a sorcery. (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 this creature, then put the card back or put it into your graveyard.)
Creature — Human Warrior
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Whenever you cast a noncreature spell, this creature gains lifelink until end of turn.
Creature — Human Scout
When this creature enters, it 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 this creature, then put the card back or put it into your graveyard.)