1010 West 104th Avenue, Northglenn, CO, 80234
Cards Tracked
8912
In Stock
8912
Rating
—
Inventory last scanned: 6/20/2026, 6:06:05 PM
Creature — Human Warrior
When this creature enters, put three -1/-1 counters on target creature you control. Whenever this creature attacks, remove a -1/-1 counter from it. If you do, you gain 1 life.
Sorcery
Creatures and lands target opponent controls don't untap during their next untap step.
Sorcery
Put two +1/+1 counters on target creature you control. Other creatures you control get +1/+1 until end of turn.
Sorcery
Target player sacrifices a creature of their choice with mana value 3 or less. At the beginning of your upkeep, if you have more cards in hand than each opponent, you may return this card from your graveyard to your hand.
Creature — Human Detective
This creature can't be blocked by creatures with power 3 or greater. Disguise {1}{U} (You may cast this card face down for {3} as a 2/2 creature with ward {2}. Turn it face up any time for its disguise cost.) When this creature is turned face up, return another target creature to its owner's hand.
Creature — Human Warrior
This creature gets +2/+0 as long as you control another Warrior.
Creature — Merfolk Wizard
Flying As long as you control another Wizard, this creature has "When this creature dies, draw a card."
Creature — Kor Cleric
Vigilance This creature has lifelink as long as you control another Cleric.
Creature — Vampire Rogue
This creature has deathtouch as long as you control another Rogue. (Any amount of damage it deals to a creature is enough to destroy it.)
Creature — Human Citizen
{1}{U}, Exile this card from your graveyard: Create a 1/1 blue Fish creature token with "This token can't be blocked." Activate only as a sorcery.
Creature — Human Ooze
Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.) Remove two +1/+1 counters from this creature: Regenerate it. (The next time this creature would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
Artifact — Equipment
Whenever equipped creature attacks, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Artifact
{3}, {T}, Sacrifice this artifact: It deals 2 damage to any target.
Sorcery
Destroy up to one target artifact. Put a +1/+1 counter on up to one target creature.
Instant
Explosive Welcome deals 5 damage to any target and 3 damage to any other target. Add {R}{R}{R}.
Sorcery
Until end of turn, double target creature's power X times.
Instant
Tap up to two target creatures. Investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Instant
Choose one or both — • Turn target face-down creature face up. • Exile any number of face-up creatures you control with disguise in a face-down pile, shuffle that pile, then cloak them. (To cloak a card, put it onto the battlefield face down as a 2/2 creature with ward {2}. Turn it face up any time for its mana cost if it's a creature card.)
Instant
Destroy target artifact or enchantment. Scry 1.
Creature — Human Sorcerer
Opus — Whenever you cast an instant or sorcery spell, this creature gets +1/+1 until end of turn. If five or more mana was spent to cast that spell, this creature also gains double strike until end of turn.
Enchantment
Whenever an opponent loses life, you gain that much life.
Sorcery
Choose odd or even. Exile each creature with mana value of the chosen quality. (Zero is even.)
Instant
Destroy target creature or planeswalker. If its mana value was 3 or less, you gain 3 life.
Sorcery
As an additional cost to cast this spell, you may collect evidence 6. (Exile cards with total mana value 6 or greater from your graveyard.) Each opponent sacrifices a creature of their choice. If evidence was collected, instead each opponent sacrifices a creature with the greatest power among creatures they control.
Sorcery
Each player mills two cards. Then you put a creature card from a graveyard onto the battlefield under your control.
Creature — Human Rogue
Lifelink When this creature enters, return target creature card with mana value 2 or less from your graveyard to the battlefield. That creature can't attack or block for as long as you control this creature.
Creature — Demon
Flying Whenever another creature leaves the battlefield, you may have target player mill two cards. Unearth {2}{B} ({2}{B}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Artifact Creature — Juggernaut
Echo {4} (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.) Sacrifice an artifact: Put a +1/+1 counter on target creature.
Creature — Wolf Bear
Whenever this creature attacks, you may change the base power and toughness of target Human you control to this creature's power and toughness until end of turn.
Artifact
When this artifact enters, each player chooses a nonland permanent and puts a doom counter on it. {2}, {T}, Sacrifice this artifact: Destroy each permanent with a doom counter on it.
Enchantment
At the beginning of your upkeep, scry 1. {5}{U}: Exchange control of this enchantment and target nonland permanent. Activate only as a sorcery.
Instant
Create a 1/1 white Bird creature token with flying, then populate. (Create a token that's a copy of a creature token you control.)
Enchantment
Whenever you cast an instant or sorcery spell, you may pay {1}. If you do, 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.)
Kindred Enchantment — Elemental
Whenever an opponent casts a blue spell during your turn, you may create a 4/4 green Elemental creature token.
Legendary Creature — Spider Human Advisor
Reach At the beginning of combat on your turn, target Spider you control gets +2/+2 until end of turn.
Legendary Creature — Phyrexian Elf Warrior
Whenever a creature you control with power 2 or less enters, you get an experience counter. At the beginning of combat on your turn, put X +1/+1 counters on another target creature you control, where X is the number of experience counters you have.
Creature — Elf Archer
Reach (This creature can block creatures with flying.) Whenever this creature blocks a creature with flying, this creature gets +3/+0 until end of turn.
Creature — Human Soldier
Double strike Heroic — Whenever you cast a spell that targets this creature, put a +1/+1 counter on it.
Land
{T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land.
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2. As long as another Aura is attached to enchanted creature, it has first strike and lifelink.
Creature — Human Wizard
{1}, {T}: Draw a card, then discard a card.
Enchantment — Aura
Flash Enchant creature When this Aura enters, enchanted creature gains hexproof until end of turn. Enchanted creature gets +1/+0 and has flying.
Creature — Faerie Rogue
Flash Flying When this creature enters, target creature an opponent controls gets -2/-0 until end of turn.
Creature — Faerie
Flying {3}{U}: Create a 1/1 blue Faerie creature token with flying. Draw a card.
Creature — Faerie Rogue
Flying When this creature enters, sacrifice it unless you return another creature you control to its owner's hand.
Creature — Faerie Detective
Flying Disguise {1}{U/B}{U/B} (You may cast this card face down for {3} as a 2/2 creature with ward {2}. Turn it face up any time for its disguise cost.) When this creature is turned face up, look at the top two cards of your library. Put one into your hand and the other into your graveyard.
Kindred Instant — Faerie
Counter target non-Faerie spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
Creature — Faerie Rogue
Flash (You may cast this spell any time you could cast an instant.) Flying Whenever you draw your second card each turn, put a +1/+1 counter on this creature.
Creature — Human Soldier
{1}{W}, Exile this card from your graveyard: Create a 1/1 colorless Thopter artifact creature token with flying. Activate only as a sorcery.
Creature — Dwarf Soldier
When this creature enters, exile target creature an opponent controls until this creature leaves the battlefield.
Instant
You gain 2 life, draw two cards, then discard two cards. Flashback {1}{W}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Enchantment — Aura
Enchant permanent When this Aura enters, you gain 4 life. Enchanted permanent can't attack or block, and its activated abilities can't be activated unless they're mana abilities.
Instant
Target permanent you control gains protection from the color of your choice until end of turn. Fateful hour — If you have 5 or less life, instead you and each permanent you control gain protection from the color of your choice until end of turn.
Creature — Zombie Bird
Flying When this creature enters, create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)