1010 West 104th Avenue, Northglenn, CO, 80234
Cards Tracked
8902
In Stock
8901
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Inventory last scanned: 6/26/2026, 6:08:38 PM
Sorcery
Vehicles you control become artifact creatures until end of turn. Creatures you control get +2/+0 until end of turn.
Enchantment
Flash (You may cast this spell any time you could cast an instant.) When this enchantment enters, exile target creature an opponent controls until this enchantment leaves the battlefield.
Creature — Human Pirate
When this creature enters, look at the top four cards of your library. You may reveal an artifact or Pirate card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Creature — Dwarf Soldier
Artifact Creature — Construct
Vigilance When this creature enters, you become the monarch.
Instant
Target creature gains protection from the color of your choice until end of turn.
Creature — Dinosaur
Vigilance {1}{W}, {T}: This creature deals damage equal to its toughness to target creature blocking or blocked by it.
Instant
Untap target creature. It gets +1/+4 and gains reach until end of turn.
Enchantment — Aura
Enchant artifact You control enchanted artifact.
Creature — Human Rogue
Whenever this creature deals combat damage to a player, draw a card.
Instant
Target creature gets +1/+1 until end of turn. Another target creature gets -1/-1 until end of turn.
Sorcery
Choose one or both — • Target player discards any number of cards, then draws that many cards. • Steal the Show deals damage equal to the number of instant and sorcery cards in your graveyard to target creature or planeswalker.
Sorcery
Put two +1/+1 counters on target creature you control. That creature can't be blocked this turn.
Sorcery
Steam Blast deals 2 damage to each creature and each player.
Creature — Weird Detective
Flying, vigilance When this creature enters, draw two cards. Then discard two cards unless you discard an instant or sorcery card or a creature card with flying.
Land — Island Mountain
({T}: Add {U} or {R}.) As this land enters, you may pay 2 life. If you don't, it enters tapped.
Artifact — Equipment
Equipped creature gets +2/+2. Equip Knight {1} Equip {3}
Artifact Creature — Camel
This creature enters tapped with two +1/+1 counters on it. This creature doesn't untap during your untap step if it has a +1/+1 counter on it. At the beginning of combat on your turn, you may move a +1/+1 counter from this creature onto target creature.
Creature — Whale
Affinity for artifacts (This spell costs {1} less to cast for each artifact you control.) Whenever an artifact you control enters, untap this creature.
Artifact Creature — Dragon
Flying {2}: This creature gets +1/+0 until end of turn. {X}: Destroy each nonland permanent with mana value X whose controller was dealt combat damage by this creature this turn. Activate only once each turn.
Creature — Bird Soldier
Flying Whenever this creature attacks, other attacking creatures you control with flying get +2/+2 until end of turn.
Sorcery
Search your library for an Equipment card, reveal that card, put it into your hand, then shuffle.
Artifact
When this artifact enters, it deals 5 damage to target creature. {1}{R}, Discard this card: Destroy target artifact.
Creature — Frog Snake
{3}{U}: This creature gains flying until end of turn.
Creature — Bird
Flying, first strike
Legendary Creature — Dinosaur Villain
Menace (This creature can't be blocked except by two or more creatures.) Dinosaur Formula — {1}{R}, Discard this card: Until end of turn, target creature you control gets +3/+1 and becomes a Dinosaur in addition to its other types.
Creature — Elemental
Flying At the beginning of the end step, if you control no Goblins, sacrifice this creature.
Sorcery
Stensia Banquet deals damage to target opponent or planeswalker equal to the number of Vampires you control. Draw a card.
Land
{T}: Add {C}. {3}{B}{R}, {T}: This land deals 2 damage to target player or planeswalker.
Creature — Cat
Landfall — Whenever a land you control enters, this creature gets +2/+2 until end of turn.
Creature — Human Wizard
Soulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.) As long as this creature is paired with another creature, each of those creatures has "{T}: Target player mills two cards."
Creature — Human Wizard
When this creature enters, return target artifact or enchantment to its owner's hand.
Creature — Human Druid Knight
Vigilance {T}: Add {G}.
Enchantment — Aura
Enchant creature Enchanted creature has menace and "Whenever this creature deals combat damage to a player, create a Treasure token." (It can't be blocked except by two or more creatures. The token is an artifact with "{T}, Sacrifice this token: Add one mana of any color.") When enchanted creature dies, draw a card.
Creature — Insect Horror
Deathtouch Descend 4 — Whenever this creature attacks, if there are four or more permanent cards in your graveyard, you draw a card and you lose 1 life.
Enchantment Creature — Fish
Whenever you cast your first spell during each opponent's turn, you may tap or untap target nonland permanent.
Instant
Put three -1/-1 counters on target creature with flying. Cycling {2} ({2}, Discard this card: Draw a card.)
Creature — Elemental
This creature enters with two +1/+1 counters on it. {3}{R}, Remove a +1/+1 counter from this creature: Destroy target artifact or land.
Creature — Goblin Warrior
Echo {3}{R} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) When this creature enters, return target creature an opponent controls to its owner's hand.
Creature — Goblin Rogue
Prowl {1}{B} (You may cast this for its prowl cost if you dealt combat damage to a player this turn with a Goblin or Rogue.) Whenever a Rogue you control attacks and isn't blocked, it gets +2/+1 until end of turn.
Creature — Goblin Rogue
Giant spells you cast cost {2} less to cast.
Instant
Target creature you control gets +2/+2 until end of turn. Overload {5}{W} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Creature — Rhino Bard
When this creature enters, look at the top X cards of your library, where X is the number of creatures you control. Put one of those cards into your hand and the rest into your graveyard.
Creature — Zombie Drake
As an additional cost to cast this spell, exile a creature card from your graveyard. Flying
Creature — Zombie Horror
This creature enters tapped. When this creature enters, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
Creature — Homunculus
{1}{U}, {T}: Create a 2/2 blue Homunculus creature token, then sacrifice a creature.
Creature — Zombie Horror
Flying {1}{U}, Discard two cards: Return this card from your graveyard to the battlefield tapped.
Legendary Creature — Insect Mutant Scientist
Flying When Stockman enters, draw a card, then discard a card. Islandcycling {2} ({2}, Discard this card: Search your library for an Island card, reveal it, put it into your hand, then shuffle.)
Creature — Dwarf Knight
When this creature enters, you may return another target nonland permanent you control to its owner's hand. If you do, scry 2.
Sorcery
Look at the top five cards of your library. Put two of them into your hand and the rest on the bottom of your library in any order.
Creature — Human Soldier
Whenever a player cycles a card, this creature gets +2/+2 until end of turn.
Creature — Elf Druid
{1}{B/G}, Exile this card from your graveyard: Create a 2/2 black and green Elf creature token. Activate only as a sorcery.
Creature — Sphinx
Flash Flying This creature has hexproof as long as you haven't cast a spell this turn.
Instant
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Stoke the Flames deals 4 damage to any target.
Artifact — Equipment
Flash When this Equipment enters, attach it to target creature you control. That creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.) Equipped creature gets +1/+0. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Instant
Target creature gets +3/+1 until end of turn. If it's your turn, that creature gains trample until end of turn. Otherwise, it gains first strike until end of turn. (A creature with trample can deal excess combat damage to the player or planeswalker it's attacking. A creature with first strike deals combat damage before creatures without first strike.)