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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
Instant
Burn the Accursed deals 5 damage to target creature and 2 damage to that creature's controller. If that creature would die this turn, exile it instead.
Creature — Kithkin Wizard
Protection from red Sacrifice this creature: Prevent all damage a red source of your choice would deal this turn.
Creature — Frog Warlock
Deathtouch {1}{B}: This creature gets +1/+1 until end of turn.
Instant
Target creature you control gets +1/+0 until end of turn if you've cast another instant or sorcery spell this turn. Then it deals damage equal to its power to up to one target creature an opponent controls.
Sorcery
Creatures you control gain haste until end of turn. (They can attack and {T} even if they just came under your control.)
Instant
Put a +1/+1 counter on target creature and untap it.
Instant
This spell costs {2} less to cast if it targets an attacking creature. Put target creature into its owner's library second from the top.
Creature — Human Soldier // Legendary Creature — Human Samurai
Creature — Human Soldier
{1}, {T}, Sacrifice another creature: You gain life equal to the sacrificed creature's toughness. Draw a card.
Creature — Zombie
Undying (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 — Demon
Flying Sacrifice another creature: This creature gains your choice of vigilance, lifelink, or haste until end of turn.
Artifact — Equipment
Equipped creature gets +3/+0. As long as equipped creature is a Human, it has lifelink. Equip {3}
Instant
Target creature gets +3/+0 and gains lifelink until end of turn. Regenerate it. (Damage dealt by a creature with lifelink also causes its controller to gain that much life.)
Sorcery
Exile target nonland permanent. Its controller creates a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
Artifact Creature — Robot Insect
Flying, vigilance When this creature dies, draw a card.
Creature — Human Cleric
Whenever this creature deals combat damage to a player, that player sacrifices a creature of their choice. Morph {3}{B}{B} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)
Creature — Human Warlock
Discard a card: This creature gains lifelink until end of turn. Threshold — This creature gets +1/+2 as long as there are seven or more cards in your graveyard.
Creature — Zombie Wizard
{X}{B}, {T}: Target player reveals X cards from their hand and you choose one of them. That player discards that card. Activate only as a sorcery.
Creature — Human Knight
Whenever you cast a historic spell, this creature deals 2 damage to each opponent. (Artifacts, legendaries, and Sagas are historic.)
Creature — Human Cleric
Whenever a Goblin deals combat damage to a player, that player discards a card.
Instant
Choose one — • Cabaretti Charm deals damage equal to the number of creatures you control to target creature or planeswalker. • Creatures you control get +1/+1 and gain trample until end of turn. • Create two 1/1 green and white Citizen creature tokens.
Creature — Raccoon Citizen
{2}{R/W}: This creature gains double strike until end of turn.
Creature — Zombie
When this creature enters, each opponent discards a card.
Creature — Imp
Flying When this creature enters, you may return target creature card from your graveyard to your hand.
Creature — Zombie
{1}{B}, {T}: Each opponent loses 2 life. Activate only if a creature died this turn.
Legendary Creature — Horse Mount
Haste Whenever Calamity attacks while saddled, choose a nonlegendary creature that saddled it this turn and create a tapped and attacking token that's a copy of it. Sacrifice that token at the beginning of the next end step. Repeat this process once. Saddle 1
Land
{T}: Add {C}. {1}, {T}: Put a storage counter on this land. {1}, Remove X storage counters from this land: Add X mana in any combination of {W} and/or {U}.
Creature — Turtle
Shroud (This creature can't be the target of spells or abilities.) Landfall — Whenever a land you control enters, you may switch this creature's power and toughness until end of turn.
Instant
Counter target spell unless its controller pays {3}. Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, scry 2. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Creature — Human Wizard
Kicker {3}{B} (You may pay an additional {3}{B} as you cast this spell.) When this creature enters, if it was kicked, each opponent discards two cards.
Sorcery
Return target creature card with mana value 3 or less from your graveyard to the battlefield. Put a flying counter on it. It's a Spirit in addition to its other types.
Creature — Merfolk Wizard
{1}{U}, {T}: Target creature gains flying until end of turn.
Enchantment
Revolt — At the beginning of your end step, if a permanent left the battlefield under your control this turn, put a unity counter on this enchantment. Creatures you control get +1/+1 for each unity counter on this enchantment.
Instant
Players can't gain life this turn. Damage can't be prevented this turn. Call In a Professional deals 3 damage to any target. (Shield counters don't prevent this damage as they're removed.)
Sorcery
Create a 3/3 green Centaur creature token.
Sorcery
Create a 3/3 green Elephant creature token. Flashback {3}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Create a 1/1 blue and black Horror creature token with flying. Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
Enchantment
{2}{G}{G}: Reveal the top card of your library. If it's a creature card, put it onto the battlefield. Otherwise, put it into your graveyard.
Sorcery
Return target nonland permanent to its owner's hand. Amass Zombies 1. (Put a +1/+1 counter on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)
Creature — Human Soldier
Menace (This creature can't be blocked except by two or more creatures.) When this creature dies, it deals 1 damage to you. Create a Clue token. (It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Sorcery
Create two 2/2 white Knight creature tokens with vigilance.
Sorcery
Search your library for a planeswalker card, reveal it, put it into your hand, then shuffle.
Sorcery
Search your library for a Mountain card, reveal it, put it into your hand, then shuffle. Create a 2/2 green Bird creature token with "Whenever a land you control enters, this token gets +1/+0 until end of turn." Flashback {5}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Devoid (This card has no color.) Create two 1/1 colorless Eldrazi Scion creature tokens. They have "Sacrifice this token: Add {C}."
Instant
Untap all creatures you control. Samurai creatures you control get +1/+1 until end of turn.
Instant
Return target creature to its owner's hand. Its controller draws a card.
Enchantment — Aura
Enchant nonblack creature Enchanted creature gets +1/+2, has flying, and is an Angel in addition to its other types.
Enchantment
At the beginning of each player's upkeep, that player sacrifices a non-Zombie creature of their choice. At the beginning of the end step, if no creatures are on the battlefield, sacrifice this enchantment.
Enchantment
Whenever a creature you control attacks, defending player loses 1 life and you gain 1 life.
Artifact Creature — Golem
When this creature enters, you may search your library for a basic land card, reveal it, then shuffle and put that card on top.
Creature — Human Rogue
When this creature enters, you become the monarch. Whenever this creature and another creature attack different players, this creature can't be blocked this combat.
Instant
Counter target spell.
Creature — Human Warlock
Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, this creature gains flying until end of turn.
Enchantment — Aura
Enchant creature Enchanted creature gets +3/+2 and has vigilance.
Creature — Human Knight
Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, this creature gains trample until end of turn.