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Cards Tracked
8888
In Stock
8888
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Inventory last scanned: 6/14/2026, 6:07:49 PM
Creature — Angel
Flying Delirium — Whenever this creature deals damage, if there are four or more card types among cards in your graveyard, exile target creature an opponent controls.
Creature — Angel
Flying At the beginning of your upkeep, return target Spirit card from your graveyard to your hand.
Creature — Angel
Flying When this creature enters, you may exile up to three other target creatures from the battlefield and/or creature cards from graveyards. When this creature leaves the battlefield, return the exiled cards to their owners' hands.
Creature — Angel
Flying When this creature enters, creatures you control get +1/+1 and gain vigilance until end of turn.
Artifact
Whenever a player casts a white spell, you may gain 1 life.
Instant
You gain 7 life.
Artifact
Whenever a creature you control enters, you may have this artifact become a 3/3 white Angel artifact creature with flying until end of turn.
Creature — Drake
Flying When this creature enters, you may return target creature to its owner's hand.
Creature — Human Pirate
If a source you control would deal damage to a permanent or player, it deals double that damage to that permanent or player instead.
Creature — Human Citizen
Trample Whenever you cast a spell with mana value 4 or greater, this creature deals 1 damage to each opponent. {5}{R}: Put two +1/+1 counters on this creature. Activate only as a sorcery.
Sorcery
Reveal the top five cards of your library. An opponent chooses a creature card from among them. Put that card onto the battlefield and the rest into your graveyard.
Enchantment — Aura
Enchant artifact As long as enchanted artifact isn't a creature, it's an artifact creature with power and toughness each equal to its mana value.
Enchantment — Aura
Enchant creature card in a graveyard When this Aura enters, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with this Aura." Return enchanted creature card to the battlefield under your control and attach this Aura to it. When this Aura leaves the battlefield, that creature's controller sacrifices it. Enchanted creature gets -1/-0.
Instant
Until end of turn, target land becomes a 3/3 creature that's still a land.
Enchantment — Aura
Enchant Wall Enchanted Wall can attack as though it didn't have defender.
Creature — Faerie // Sorcery — Adventure
Creature — Faerie // Sorcery — Adventure
Artifact
Whenever a land enters, this artifact deals 2 damage to that land's controller.
Enchantment — Aura
Enchant land (Target a land as you cast this. This card enters attached to that land.) You control enchanted land.
Artifact Creature — Construct
When this creature dies, you gain 3 life.
Creature — Human Cleric
Lifelink (Damage dealt by this creature also causes you to gain that much life.) {4}{W}: This creature gets +3/+3 until end of turn.
Creature — Vampire Cleric
At the beginning of combat on your turn, you may have target Vampire get +2/+0 until end of turn.
Creature — Human Cleric
Vigilance As this creature enters, look at an opponent's hand, then choose any card name. Spells your opponents cast with the chosen name cost {2} more to cast. Activated abilities of sources with the chosen name cost {2} more to activate unless they're mana abilities.
Creature — Human Cleric
{T}: Target attacking creature gets +1/+1 until end of turn.
Token Creature — Zombie Human Cleric
Whenever a creature token enters the battlefield under your control, you gain 1 life.
Instant
You may mill two cards. Then return up to two creature cards from your graveyard to your hand. (To mill two cards, put the top two cards of your library into your graveyard.)
Enchantment
Whenever a creature you control enters, you gain 1 life. If this enchantment isn't a creature, it becomes a 3/3 Angel creature with flying in addition to its other types until end of turn.
Enchantment
At the beginning of each player's end step, this enchantment deals 2 damage to that player unless one of their opponents was dealt damage this turn.
Legendary Creature — Human Warrior
Heroic — Whenever you cast a spell that targets Anthousa, up to three target lands you control each become 2/2 Warrior creatures until end of turn. They're still lands.
Instant
Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
Instant
Counter target creature or planeswalker spell unless its controller pays {2}. If an opponent has eight or more cards in their graveyard, instead counter that spell, then scry 2.
Legendary Creature — Symbiote Hero
When Anti-Venom enters, if he was cast, return target creature card from your graveyard to the battlefield. If damage would be dealt to Anti-Venom, prevent that damage and put that many +1/+1 counters on him.
Artifact Creature — Bird
Flying First strike (This creature deals combat damage before creatures without first strike.)
Sorcery
Destroy all artifacts you don't control, then exile the top X cards of your library, where X is the number of artifacts that were put into graveyards from the battlefield this turn. You may put a creature card exiled this way onto the battlefield. It gains haste. Return it to your hand at the beginning of the next end step.
Legendary Creature — Mole God
Whenever Anzrag becomes blocked, untap each creature you control. After this phase, there is an additional combat phase. {3}{R}{R}{G}{G}: Anzrag must be blocked each combat this turn if able.
Creature — Human Wizard
Morph {3}{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.) When this creature is turned face up, target creature gets -3/-3 until end of turn.
Creature — Human Wizard
Whenever a permanent is turned face up, you may draw a card.
Creature — Zombie Bird
Flying When this creature dies, you may put target Zombie card from your graveyard on top of your library.
Creature — Kithkin Cleric
Whenever a player casts a white spell, you may pay {1}. If you do, you gain 1 life.
Sorcery // Sorcery
Instant
Destroy target artifact or enchantment. You gain 2 life.
Instant
Choose one or both — • Target creature gets +1/+1 until end of turn. • Return target creature to its owner's hand.
Creature — Human Archer
Reach Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.)
Legendary Creature — Human Scientist
At the beginning of your end step, draw a card for each card type among spells you've cast this turn.
Legendary Creature — Human Ninja
When April O'Neil enters, 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.) April O'Neil can't be blocked by creatures with power 3 or greater.
Legendary Creature — Human Detective
Whenever April deals combat damage to a player, draw that many cards, then discard a card.
Legendary Creature — Human Detective
Whenever April deals combat damage to a player, draw that many cards, then discard a card.
Creature — Elemental Beast
Discard a card: Switch this creature's power and toughness until end of turn.
Creature — Spider Mutant
Graft 2 (This creature enters with two +1/+1 counters on it. Whenever another creature enters, you may move a +1/+1 counter from this creature onto it.) {G}: Target creature with a +1/+1 counter on it gains reach until end of turn. (It can block creatures with flying.)
Creature — Elemental // Sorcery — Adventure
Enchantment
When this enchantment enters, create two 1/1 blue Merfolk creature tokens with hexproof. (They can't be the targets of spells or abilities your opponents control.) {3}{U}: Target Merfolk can't be blocked this turn.
Enchantment — Aura
Flash Enchant creature you control When this Aura enters, enchanted creature gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.) Enchanted creature gets +1/+2.
Creature — Human Samurai
Flying Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2, has reach, and is every creature type.
Artifact Creature — Spider
Reach (This creature can block creatures with flying.)
Creature — Spider
Reach Tap an untapped Spider you control: Search your graveyard and/or library for a card named Arachnus Web and put it onto the battlefield attached to target creature. If you search your library this way, shuffle.
Enchantment — Aura
Enchant creature Enchanted creature can't attack or block, and its activated abilities can't be activated. At the beginning of the end step, if enchanted creature's power is 4 or greater, destroy this Aura.