14240 Sullyfield Cir Suite N, Chantilly, VA, 20151
Cards Tracked
1276
In Stock
1276
Rating
β
Inventory last scanned: 9/8/2026, 6:07:20 PM
Artifact
When this artifact enters, create a 1/1 white Spirit creature token with flying. Whenever you create one or more creature tokens, put a story counter on this artifact. {W}, {T}, Remove a story counter from this artifact: Draw a card.
Enchantment
When a player casts a spell, sacrifice this enchantment. If you do, each of that player's opponents draws three cards.
Enchantment
At the beginning of your upkeep, you may return target enchantment card from your graveyard to the battlefield. As long as you control five or more enchantments, each other non-Aura enchantment you control is a creature in addition to its other types and has base power and base toughness each equal to its mana value.
Land β Town
This land enters tapped unless it's your first, second, or third turn of the game. {T}: Add {C}. {T}, Pay 1 life: Add one mana of any color.
Enchantment
Players skip their untap steps. At the beginning of your upkeep, sacrifice this enchantment unless you pay {U}.
Artifact
As long as this artifact is untapped, players can't untap more than two permanents during their untap steps.
Land β Island Mountain
({T}: Add {U} or {R}.) As this land enters, you may pay 2 life. If you don't, it enters tapped.
Sorcery
Search your library for an Equipment card, reveal that card, put it into your hand, then shuffle.
Enchantment
Other enchantments you control have shroud. (They can't be the targets of spells or abilities.) {1}, Sacrifice this enchantment: Search your library for an enchantment card, reveal it, then shuffle and put that card on top.
Instant
Counter target activated or triggered ability. (Mana abilities can't be targeted.)
Sorcery
Flip a coin. If you win the flip, take an extra turn after this one.
Land β Mountain Forest
({T}: Add {R} or {G}.) As this land enters, you may pay 2 life. If you don't, it enters tapped.
Enchantment β Class
(Gain the next level as a sorcery to add its ability.) When this Class enters, create a 1/1 blue and red Otter creature token with prowess. {3}{U}: Level 2 When this Class becomes level 2, return target instant or sorcery card from your graveyard to your hand. {5}{U}: Level 3 Whenever you cast an instant or sorcery spell, create a 1/1 blue and red Otter creature token with prowess.
Legendary Creature β Mutant Hero
Flying, vigilance Ceaseless Tempest β Whenever Storm deals combat damage to a player, the next instant or sorcery spell you cast this turn has storm. (When you cast it, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
Creature β Dragon
Flying Other Dragons you control get +1/+1. Storm (When you cast this spell, copy it for each spell cast before it this turn. Copies become tokens.)
Artifact β Bobblehead
{T}: Add one mana of any color. {3}, {T}: Put X +1/+1 counters on target creature, where X is the number of Bobbleheads you control. Activate only as a sorcery.
Sorcery
Subterranean Tremors deals X damage to each creature without flying. If X is 4 or more, destroy all artifacts. If X is 8 or more, create an 8/8 red Lizard creature token.
Instant
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) Until end of turn, creatures target player controls lose all abilities and have base power and toughness 0/2.
Enchantment Creature β Saga Dragon
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I, II β Destroy up to one target nonland permanent. III β Draw two cards. IV β Mega Flare β This creature deals damage equal to the total mana value of other permanents you control to each opponent. Flying
Instant
Search your library for a green creature card, reveal it, put it into your hand, then shuffle. At the beginning of your next upkeep, pay {2}{G}{G}. If you don't, you lose the game.
Enchantment Creature β Saga Knight
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after V.) I, II, III, IV β Create three 2/2 white Knight creature tokens. V β Ultimate End β Other creatures you control get +2/+2 until end of turn. Put an indestructible counter on each of them. Indestructible
Enchantment Creature β Saga Samurai
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I β Exile target artifact, enchantment, or tapped creature an opponent controls. II, III β Until your next turn, creatures can't attack you unless their controller pays {2} for each of those creatures. IV β Create X Treasure tokens, where X is the number of opponents who control a creature with power 4 or greater. Vigilance
Land
{T}: Add {W}. {T}: Add {R}. Activate only if you control a Mountain or a Plains.
Land
{T}: Add {W}. {T}: Add {R}. Activate only if you control a Mountain or a Plains.
Artifact
{1}, {T}: End the turn. Activate only during your turn. (Exile all spells and abilities from the stack. Discard down to your maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.)
Land
This land enters tapped unless you control two or more other lands. {T}: Add {R} or {W}.
Legendary Creature β Mutant Ninja Human
Menace Whenever another permanent leaves the battlefield, put a +1/+1 counter on Super Shredder.
Legendary Creature β Mutant Ninja Human
Menace Whenever another permanent leaves the battlefield, put a +1/+1 counter on Super Shredder.
Legendary Enchantment β Aura
Enchant creature you control Enchanted creature has base power and toughness 9/9 and has flying, first strike, trample, and haste. Whenever enchanted creature deals combat damage to an opponent, it deals that much damage to each other opponent.
Legendary Creature β Giant God Warrior
Trample (This creature can deal excess combat damage to the player it's attacking.) Whenever you cast a historic spell, Surtr deals 3 damage to any target. (Artifacts, legendaries, and Sagas are historic.)
Land β Planet
This land enters tapped. {T}: Add {B}. Station (Tap another creature you control: Put charge counters equal to its power on this Planet. Station only as a sorcery.) 12+ | {1}{B}, {T}, Pay 2 life, Sacrifice a creature: Draw cards equal to the sacrificed creature's power. Activate only as a sorcery.
Land β Planet
This land enters tapped. {T}: Add {B}. Station (Tap another creature you control: Put charge counters equal to its power on this Planet. Station only as a sorcery.) 12+ | {1}{B}, {T}, Pay 2 life, Sacrifice a creature: Draw cards equal to the sacrificed creature's power. Activate only as a sorcery.
Creature β Human Druid Ally
Swampbenders's power and toughness are each equal to the number of Swamps on the battlefield. Lands you control are Swamps in addition to their other types.
Basic Land β Swamp
({T}: Add {B}.)
Artifact β Equipment
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and {T} no matter when it came under your control.) Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Artifact β Equipment
Equipped creature gets +2/+2 and has protection from black and from green. Whenever equipped creature deals combat damage to a player, that player discards a card and you untap all lands you control. Equip {2}
Artifact β Equipment
Equipped creature gets +2/+2 and has protection from red and from blue. Whenever equipped creature deals combat damage to a player, this Equipment deals 2 damage to any target and you draw a card. Equip {2}
Artifact β Equipment
Equipped creature gets +2/+2 and has protection from red and from green. Whenever equipped creature deals combat damage to a player, exile the top two cards of your library. You may play those cards this turn. You may play an additional land this turn. Equip {2}
Artifact β Equipment
Whenever equipped creature attacks, put a +1/+1 counter on it. Whenever equipped creature deals combat damage, roll a d12. If the result is greater than the damage dealt or the result is 12, double the number of +1/+1 counters on that creature. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
Artifact β Equipment
Equipped creature gets +2/+2 and has protection from white and from black. Whenever equipped creature deals combat damage to a player, you gain 3 life and you may return up to one target creature card from your graveyard to your hand. Equip {2}
Legendary Artifact β Equipment
Equipped creature gets +1/+1. Whenever equipped creature attacks, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Equip {2}
Artifact β Equipment
When this Equipment enters, draw a card for each Equipment you control. Equipped creature gets +2/+2 for each Equipment you control. Equip {3}
Enchantment
At the beginning of your draw step, you may draw two additional cards. If you do, choose two cards in your hand drawn this turn. For each of those cards, pay 4 life or put the card on top of your library.
Creature β Human Wizard
Sacrifice a land: Target creature you control gains shroud until end of turn. (It can't be the target of spells or abilities.)
Creature β Sliver
Sliver creatures you control have lifelink. (Damage dealt by a Sliver creature you control also causes you to gain that much life.)
Legendary Creature β Turtle Ninja
Taeko enters tapped. Whenever another creature you control leaves the battlefield, if it didn't die, scry 1 and put a +1/+1 counter on Taeko. Whenever Taeko attacks, you may pay {U/B}. When you do, target attacking creature can't be blocked this turn.
Enchantment
If an opponent would gain life, that player loses that much life instead.
Artifact
{T}: Add {C}. {T}: Add {G} or {U}. This artifact deals 1 damage to you.
Land β Gate
When this land enters, up to one target creature phases out. {T}: Add {C}. {1}, {T}: Add one mana of any color. {4}: Put this card from your hand onto the battlefield.
Legendary Creature β Elf Druid
Trample Whenever Tana deals combat damage to a player, create that many 1/1 green Saproling creature tokens. Partner (You can have two commanders if both have partner.)
Legendary Creature β Kavu Pilot
Other creatures you control have haste. Artifact cards and red creature cards in your hand have warp {2}{R}. (You may cast a card from your hand for its warp cost. Exile that permanent at the beginning of the next end step, then you may cast it from exile on a later turn.)
Artifact
You may choose not to untap this artifact during your untap step. {3}, {T}: Exile target creature and all Auras attached to it. Note the number and kind of counters that were on that creature. When this artifact leaves the battlefield or becomes untapped, return that exiled card to the battlefield under its owner's control tapped with the noted number and kind of counters on it. If you do, return the other exiled cards to the battlefield under their owner's control attached to that permanent.
Legendary Planeswalker β Teferi
+1: Draw a card. At the beginning of the next end step, untap up to two lands. β3: Put target nonland permanent into its owner's library third from the top. β8: You get an emblem with "Whenever you draw a card, exile target permanent an opponent controls."
Instant
Until your next turn, your life total can't change and you gain protection from everything. All permanents you control phase out. (While they're phased out, they're treated as though they don't exist. They phase in before you untap during your untap step.) Exile Teferi's Protection.
Legendary Creature β Faerie Noble
Flying, deathtouch Other Faeries you control get +1/+1. Whenever another Faerie you control dies, you draw a card and you lose 1 life.
Land β Forest Plains
({T}: Add {G} or {W}.) As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land β Forest Plains
({T}: Add {G} or {W}.) As this land enters, you may pay 2 life. If you don't, it enters tapped.
Sorcery
Delve (Each card you exile from your graveyard while casting this spell pays for {1}.) Take an extra turn after this one. Exile Temporal Trespass.
Enchantment
All lands have indestructible.