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Cards Tracked
8872
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8872
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Inventory last scanned: 6/15/2026, 6:07:55 PM
Creature — Vampire
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Creature — Vampire
{1}{B}, Sacrifice another creature: Put a +1/+1 counter on this creature and you gain 2 life.
Creature — Vampire
This creature can't block. Whenever you sacrifice one or more Blood tokens, target creature can't block this turn. This ability triggers only once each turn.
Creature — Human Knight
First strike, protection from white
Instant
Choose one — • Target creature gets -5/-5 until end of turn. • Creature tokens get -2/-2 until end of turn.
Instant
If target creature has toughness 5 or greater, it gets +4/-4 until end of turn. Otherwise, it gets +4/-X until end of turn, where X is its toughness minus 1.
Creature — Human Warrior
{T}: Target creature gains haste until end of turn. (It can attack and {T} this turn.)
Creature — Vampire Berserker
Whenever this creature deals combat damage to a player, put a +1/+1 counter on it. Madness {1}{R} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Creature — Vampire
Whenever this creature attacks, you may sacrifice another creature. If you do, this creature can't be blocked this turn.
Snow Sorcery
Choose one — • Destroy all creatures. • Destroy all planeswalkers. Then return a creature or planeswalker card with mana value X or less from your graveyard to the battlefield, where X is the amount of {S} spent to cast this spell. ({S} is mana from a snow source.)
Sorcery
Look at the top four cards of your library. Put two of them into your hand and the rest on the bottom of your library in any order. You lose 2 life.
Creature — Minotaur Warrior
When this creature enters, discard a card.
Creature — Vampire
Bloodthirst 1 (If an opponent was dealt damage this turn, this creature enters with a +1/+1 counter on it.)
Enchantment
Whenever a creature attacks you or a planeswalker you control, that creature's controller loses 1 life.
Creature — Vampire Druid
Menace (This creature can't be blocked except by two or more creatures.) Whenever you gain life, put a +1/+1 counter on this creature.
Creature — Vampire Shaman
{8}: Target player loses 3 life and you gain 3 life.
Creature — Vampire Shaman
Whenever a creature an opponent controls enters, you may have that player lose 1 life.
Artifact Creature — Construct
When this creature enters, create a Blood token. (It's an artifact with "{1}, {T}, Discard a card, Sacrifice this token: Draw a card.")
Creature — Human Berserker
Whenever you cast your second spell each turn, put two +1/+1 counters on this creature. It gains menace until end of turn. (It can't be blocked except by two or more creatures.)
Artifact
{T}, Pay 2 life, Discard a card, Sacrifice a creature: Create a 5/5 black Demon creature token with flying. Activate only as a sorcery.
Creature — Ogre Shaman
At the beginning of your upkeep, you may sacrifice this creature. If you do, search your library for a Demon card, reveal that card, put it into your hand, then shuffle. Whenever a Demon you control enters, return this card from your graveyard to your hand.
Creature — Ogre Warrior Shaman
{T}: Put a devotion counter on this creature. {T}: Target creature gets -X/-X until end of turn, where X is the number of devotion counters on this creature. Activate only if you control a Demon.
Artifact — Equipment
Equipped creature gets +2/+1. Equip—Pay {3} or discard a card.
Creature — Vampire
Sacrifice a creature: This creature gets +2/+2 until end of turn.
Sorcery
Each opponent loses 3 life. You gain life equal to the life lost this way.
Creature — Vampire Noble
Flying When this creature enters, if an opponent lost life this turn, each opponent discards a card.
Creature — Harpy
Flying When this creature enters, each player loses 1 life.
Creature — Vampire
Flying, trample At the beginning of your upkeep, each player loses 1 life. Put a +1/+1 counter on this creature for each 1 life lost this way. Whenever a player loses the game, put five +1/+1 counters on this creature.
Enchantment — Aura
Enchant creature When this Aura enters, tap enchanted creature. Enchanted creature can't become untapped and can't have counters put on it.
Creature — Dryad
{T}: Untap target land.
Land
This land enters tapped. When this land enters, you gain 1 life. {T}: Add {G} or {W}.
Creature — Spirit
Reach When this creature enters, look at the top five cards of your library. You may reveal a creature or enchantment card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. If you didn't put a card into your hand this way, you gain 4 life.
Sorcery
Create X tapped 2/1 white and black Inkling creature tokens with flying. If X is 6 or more, destroy all noncreature, nonland permanents.
Artifact
{2}, {T}: Put a charge counter on this artifact. {T}, Remove any number of charge counters from this artifact: Add {U}, then add an additional {U} for each charge counter removed this way.
Instant
You gain 1 life for each creature on the battlefield. Prevent all combat damage that would be dealt this turn.
Artifact
Creatures attacking you get -1/-0. At the beginning of each end step, if you were dealt 4 or more damage this turn, exile this artifact.
Sorcery
Look at the top five cards of your library. You may reveal a historic card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. (Artifacts, legendaries, and Sagas are historic.)
Creature — Shapeshifter
You may have this creature enter as a copy of any creature card in a graveyard.
Creature — Spirit
Trample Soulshift 8 (When this creature dies, you may return target Spirit card with mana value 8 or less from your graveyard to your hand.)
Creature — Avatar
Body of Knowledge's power and toughness are each equal to the number of cards in your hand. You have no maximum hand size. Whenever this creature is dealt damage, draw that many cards.
Creature — Human Shaman
Sacrifice another creature: Until end of turn, this creature becomes a Dragon with base power and toughness 4/4, flying, and haste.
Creature — Badger
Kicker {B} (You may pay an additional {B} as you cast this spell.) When this creature enters, if it was kicked, creatures you control gain menace until end of turn. (A creature with menace can't be blocked except by two or more creatures.)
Kindred Sorcery — Goblin
Return target Goblin card from your graveyard to your hand.
Creature — Goblin Warrior
Whenever you attack, target attacking Goblin you control gets +1/+0 until end of turn.
Creature — Faerie
Flying {2}{B}, Sacrifice a Food: Target creature gets -3/-3 until end of turn.
Creature — Zombie
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
Creature — Rat
This creature can't be blocked by Walls.
Sorcery
As an additional cost to cast this spell, blight 1 or pay {3}. (To blight 1, put a -1/-1 counter on a creature you control.) Exile target creature.
Creature — Wraith
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
Creature — Spirit Frog
Whenever this creature or another creature you control enters, you gain 1 life.
Creature — Wraith
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
Sorcery
Boiling Earth deals 1 damage to each creature your opponents control. Awaken 4—{6}{R} (If you cast this spell for {6}{R}, also put four +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)