14240 Sullyfield Cir Suite N, Chantilly, VA, 20151
Cards Tracked
975
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975
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Inventory last scanned: 6/14/2026, 6:08:09 PM
Legendary Creature — Spirit Dragon
Flying At the beginning of your end step, if creatures you control have total toughness 10 or greater, draw a card. Then if creatures you control have total toughness 20 or greater, untap each creature you control. Then if creatures you control have total toughness 40 or greater, each opponent loses half their life, rounded up.
Legendary Creature — Spirit Dragon
Flying At the beginning of your end step, if creatures you control have total toughness 10 or greater, draw a card. Then if creatures you control have total toughness 20 or greater, untap each creature you control. Then if creatures you control have total toughness 40 or greater, each opponent loses half their life, rounded up.
Legendary Creature — Spirit Dragon
Flying At the beginning of your end step, if creatures you control have total toughness 10 or greater, draw a card. Then if creatures you control have total toughness 20 or greater, untap each creature you control. Then if creatures you control have total toughness 40 or greater, each opponent loses half their life, rounded up.
Legendary Creature — Elemental Elk
When Beza enters, create a Treasure token if an opponent controls more lands than you. You gain 4 life if an opponent has more life than you. Create two 1/1 blue Fish creature tokens if an opponent controls more creatures than you. Draw a card if an opponent has more cards in hand than you.
Enchantment
At the beginning of your end step, if you control a creature, look at the top seven cards of your library. Then you may sacrifice a creature. If you do, you may put a creature card with mana value X or less from among those cards onto the battlefield, where X is 1 plus the sacrificed creature's mana value. Put the rest on the bottom of your library in a random order.
Creature — Human Cleric
Whenever an Angel you control enters, you gain 4 life. Whenever an Angel you control dies, create a 1/1 white Spirit creature token with flying.
Creature — Faerie Rogue
Flash Flying At the beginning of your upkeep, you lose 1 life and create a 1/1 blue and black Faerie creature token with flying.
Kindred Enchantment — Faerie
At the beginning of your upkeep, you lose 1 life and create a 1/1 black Faerie Rogue creature token with flying.
Enchantment
Whenever a creature dies, put a charge counter on this enchantment. At the beginning of your first main phase, add {B} for each charge counter on this enchantment.
Artifact — Equipment
Whenever a creature dies, put a +1/+1 counter on equipped creature. If equipped creature is a Vampire, put two +1/+1 counters on it instead. Equip {1}
Sorcery
You may pay {B} rather than pay this spell's mana cost if there are thirteen or more creatures on the battlefield. Each player sacrifices thirteen creatures of their choice.
Land
{T}: Add {B}. {T}: Add {W}. Activate only if you control a Plains or a Swamp.
Enchantment
Extort (Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain that much life.) Artifacts and creatures your opponents control enter tapped.
Land
{T}: Add {C}. {1}: This land becomes a 1/1 Blinkmoth artifact creature with flying until end of turn. It's still a land. {1}, {T}: Target Blinkmoth creature gets +1/+1 until end of turn.
Land — Swamp Mountain
({T}: Add {B} or {R}.) As this land enters, you may pay 2 life. If you don't, it enters tapped.
Creature — Vampire Demon
Flying If an opponent would lose life during your turn, they lose twice that much life instead. (Damage causes loss of life.)
Land
{T}, Pay 1 life, Sacrifice this land: Search your library for a Swamp or Mountain card, put it onto the battlefield, then shuffle.
Sorcery
Kicker—Tap an untapped Vampire you control. (You may tap a Vampire you control in addition to any other costs as you cast this spell.) Target opponent loses half their life, rounded up. If this spell was kicked, you gain life equal to the life lost this way.
Enchantment
Whenever a creature dies, if it had a -1/-1 counter on it, put a -1/-1 counter on target creature.
Instant
This spell costs {3} less to cast if you control a creature with power 4 or greater. Change the target of target spell or ability with a single target.
Creature — Zombie Wizard
Whenever you discard a creature card, create a 2/2 black Zombie creature token. Whenever you discard a land card, add {B}{B}. Whenever you discard a noncreature, nonland card, draw a card.
Creature — Zombie Dragon
Flying Whenever a Dragon you control dies while this card is in your graveyard, you may pay {1}{B}. If you do, return this card from your graveyard to the battlefield.
Legendary Creature — Zombie Wizard
{2}{B}{R}, {T}: Create a 1/1 black and red Demon creature token named Minor Demon.
Legendary Land
Boseiju enters tapped. {T}, Pay 2 life: Add {C}. If that mana is spent on an instant or sorcery spell, that spell can't be countered.
Sorcery
Target player draws X cards.
Instant
Draw three cards, then put two cards from your hand on top of your library in any order.
Creature — Leviathan
When this creature enters, if you cast it from your hand, tap all nonblue creatures. Those creatures don't untap during their controllers' next untap steps.
Enchantment — Aura
Enchant creature you control When enchanted creature deals combat damage to a player, sacrifice it and attach this Aura to a creature you control. If you do, untap all creatures you control and after this phase, there is an additional combat phase.
Land — Forest Island
({T}: Add {G} or {U}.) As this land enters, you may pay 2 life. If you don't, it enters tapped.
Enchantment — Aura
Flash Enchant creature you control Enchanted creature has flying and hexproof. Whenever a creature you control enters, you may pay {1}. If you do, attach this Aura to that creature.
Enchantment
At the beginning of your end step, put a +1/+1 counter on each creature you control and a loyalty counter on each planeswalker you control.
Enchantment
At the beginning of your end step, put a +1/+1 counter on each creature you control and a loyalty counter on each planeswalker you control.
Artifact — Equipment
Equipped creature has ward {2}, is an Assassin in addition to its other types, and can't be blocked. Equip legendary creature {1} Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)
Legendary Creature — Human Shaman
Reach At the beginning of your upkeep, if you control a creature with power 7 or greater, draw a card. {T}: Add one mana of any color.
Legendary Creature — Human Noble Ally
When Bumi enters, earthbend 1. (Target land you control becomes a 0/0 creature with haste that's still a land. Put a +1/+1 counter on it. When it dies or is exiled, return it to the battlefield tapped.) Whenever Bumi attacks, put two +1/+1 counters on each land creature you control.
Legendary Creature — Human Noble Ally
Trample When Bumi enters, earthbend 4. Whenever Bumi deals combat damage to a player, untap all lands you control. After this phase, there is an additional combat phase. Only land creatures can attack during that combat phase.
Enchantment
Whenever an opponent plays a land, you may put a land card from your hand onto the battlefield.
Land
{T}: Add {C}. {2}, {T}, Sacrifice this land: Return target artifact card from your graveyard to your hand.
Land
{2}, {T}: Add {B} for each Swamp you control.
Sorcery
Choose a nonland card name. Target player reveals their hand and discards all cards with that name. Flashback—Sacrifice a creature. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Artifact
As this artifact enters, choose a color. Creatures you control of the chosen color get +1/+1. Whenever a land's ability causes you to add one or more mana of the chosen color, add an additional one mana of that color.
Sorcery
Cascade, cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom of your library in a random order. Then do it again.) Call Forth the Tempest deals damage to each creature your opponents control equal to the total mana value of other spells you've cast this turn.
Creature — Human Shapeshifter Assassin
Flash Polymorphine — You may have this creature enter tapped as a copy of any creature on the battlefield, except it has "When this creature enters, destroy up to one other target creature with the same name as this creature."
Enchantment
At the beginning of your upkeep, the Ring tempts you. Whenever you choose a creature as your Ring-bearer, you may pay 2 life. If you do, draw a card.
Instant
Strive — This spell costs {1}{W} more to cast for each target beyond the first. Choose any number of target opponents. Create X 1/1 white Human Soldier creature tokens, where X is the number of creatures those opponents control.
Artifact Creature — Spider
Flying Fabricator Claw Array — Whenever another nontoken artifact creature or Vehicle you control enters, draw a card.
Legendary Creature — Human Pirate
Haste Whenever Captain Lannery Storm attacks, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.") Whenever you sacrifice a Treasure, Captain Lannery Storm gets +1/+0 until end of turn.
Sorcery
Take an extra turn after this one.
Legendary Creature — Human Knight
When Caradora enters, you may search your library for a Mount or Vehicle card, reveal it, put it into your hand, then shuffle. If one or more +1/+1 counters would be put on a creature or Vehicle you control, that many plus one +1/+1 counters are put on it instead.
Sorcery
Draw two cards, then discard two cards.
Sorcery
Draw two cards, then discard two cards.
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) Whenever one or more tokens you control enter, draw a card. This ability triggers only once each turn. {W}: Level 2 When this Class becomes level 2, create a token that's a copy of target token you control. {3}{W}: Level 3 Creature tokens you control get +2/+2.
Legendary Creature — Human Berserker
When Casey Jones enters, draw three cards. At the beginning of your next upkeep, discard three cards at random.
Enchantment
Whenever a creature you control enters, put a +1/+1 counter on each creature you control.
Creature — Elemental Incarnation
When this creature enters, if {W}{W} was spent to cast it, create two 1/1 green and white Kithkin creature tokens. When this creature enters, if {R}{R} was spent to cast it, creatures you control get +1/+1 and gain haste until end of turn. Evoke {R/W}{R/W} (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
Instant
Choose any number of target creatures. Each of those creatures gains persist until end of turn. (When it 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.)
Artifact
Whenever a creature you control dies, each opponent loses 1 life and you gain 1 life. {1}{B}{G}, {T}, Sacrifice a creature: Return target creature card from your graveyard to the battlefield. Activate only as a sorcery.