10128 Indiana Ave, Riverside, CA, 92503
Cards Tracked
8663
In Stock
8663
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Inventory last scanned: 6/20/2026, 6:10:18 PM
Legendary Creature — Archon Detective
Flying When Ezrim enters, investigate twice. (To investigate, create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.") {1}, Sacrifice an artifact: Ezrim gains your choice of vigilance, lifelink, or hexproof 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.
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.
Sorcery
Search your library for an artifact card, reveal it, put it into your hand, then shuffle.
Snow Land
{T}: Add {C}. {S}{S}{S}: This land becomes a 4/3 creature with vigilance and all creature types until end of turn. It's still a land. ({S} can be paid with one mana from a snow source.)
Instant
Reveal the top five cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard.
Sorcery
For each creature, its controller sacrifices a permanent of their choice unless they pay {1}.
Instant
Return target creature to its owner's hand. If its mana value was 3 or less, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Creature — Treefolk Druid
Vigilance This creature gets +1/+1 for each color among permanents you control. {T}: For each color among permanents you control, add one mana of that color.
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.
Enchantment
At the beginning of each end step, if you've cast both a creature spell and a noncreature spell this turn, create a Clue token, a Food token, and a Treasure token.
Creature — Faerie Artificer
Flying Whenever a nontoken creature an opponent controls enters, create a token that's a copy of that creature except it's an artifact in addition to its other types. Then exile all other tokens created with this creature.
Creature — Faerie Rogue
Flying Whenever one or more Faeries you control deal combat damage to a player, put a +1/+1 counter on this creature. When this creature dies, each opponent loses X life and you gain X life, where X is its power.
Land
This land enters tapped. {T}: Add {U}. {1}{U}: This land becomes a 2/1 blue Faerie creature with flying until end of turn. It's still a land.
Creature — Faerie Warlock
Flying When this creature enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.) {2}{B}, Exile this card from your graveyard: You draw a card and you lose 1 life.
Instant
Target creature gets -X/-X until end of turn. That creature gets an additional -3/-3 until end of turn if you controlled a Faerie as you cast this spell.
Creature — Faerie Rogue
Flying Discard this card: Exile up to two target cards from graveyards.
Creature — Faerie Rogue
Flash Flying Whenever an opponent draws their second card each turn, you draw a card. {3}{U}: Each player draws a card.
Creature — Faerie Rogue
Flying When this creature enters, if you control another creature named Faerie Miscreant, draw a card.
Creature — Faerie Wizard
Flying When this creature 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.)
Kindred Enchantment — Faerie
Whenever you cast a spell during an opponent's turn, you may have each opponent lose 1 life.
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 — Elephant
At the beginning of each end step, if a +1/+1 counter was put on a permanent under your control this turn, put a +1/+1 counter on this creature.
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.)
Sorcery
Draw two cards, then discard two cards. Flashback {2}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Instant
Discard a card, then draw a card. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Enchantment — Aura
Enchant creature you control When this Aura enters, exile target creature an opponent controls until this Aura leaves the battlefield. Enchanted creature gets +2/+2.
Instant
Until end of turn, target creature gets +2/+0 and gains "When this creature dies, return it to the battlefield tapped under its owner's control and you create a Treasure token." (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
Legendary Creature — Bird Demon
Flying, trample Falco Spara enters with a shield counter on it. You may look at the top card of your library any time. You may cast spells from the top of your library by removing a counter from a creature you control in addition to paying their other costs.
Legendary Creature — Human Druid
Whenever you cast a spell from exile or a land you control enters from exile, create a 2/2 green Wolf creature token. {1}, {T}, Discard a card: Exile the top card of your library. You may play it this turn.
Creature — Vampire Noble
Flying, haste Sacrifice a creature: This creature gains indestructible until end of turn. If the sacrificed creature was a Human, put a +1/+1 counter on this creature.
Creature — Vampire
Flying This creature can't block. Whenever this creature deals combat damage to a player, create a Blood token. {B}, Sacrifice two Blood tokens: Return this card from your graveyard to the battlefield.
Creature — Vampire Noble
Flying Whenever this creature or another creature dies, target player loses 1 life and you gain 1 life.
Creature — Vampire
Sacrifice a creature: This creature gains flying until end of turn. If the sacrificed creature was a Human, put a +1/+1 counter on this creature.
Creature — Human Scout
When this creature enters, mill three cards. You may put a noncreature, nonland card from among the cards milled this way into your hand. If you don't, put a +1/+1 counter on this creature. (To mill a card, put the top card of your library into your graveyard.)
Artifact Creature — Dragon
Prototype {2}{R} — 1/3 (You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.) Flying {2}: This creature gets +1/+0 until end of turn.
Enchantment
Whenever a creature an opponent controls is dealt excess noncombat damage, amass Orcs X, where X is that excess damage. (Put X +1/+1 counters on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.) {7}{R}: This enchantment deals 7 damage to target creature.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Scry 2. II — Put two +1/+1 counters on target creature you control. III — Until end of turn, target creature you control gains "When this creature dies, draw two cards." Then that creature fights up to one other target creature.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Put a +1/+1 counter on up to one target creature. III — Exile a creature with the greatest power among creatures target opponent controls.
Creature — Merfolk Wizard
Whenever this creature becomes tapped, you may draw a card.
Legendary Creature — Nightmare Cat
Commanders you control have menace and deathtouch. Partner (You can have two commanders if both have partner.)
Instant
Choose one — • Creatures you control get +1/+1 until end of turn. • Creatures you control gain hexproof until end of turn. (They can't be the targets of spells or abilities your opponents control.)
Enchantment
Whenever you attack, put a shield counter on target attacking creature. Until end of turn, it gains "Whenever this creature deals combat damage to a player, remove a shield counter from it. If you do, draw a card." (If a creature with a shield counter on it would be dealt damage or destroyed, remove a shield counter from it instead.)
Sorcery
Famine deals 3 damage to each creature and each player.
Creature — Vampire Knight
This creature doesn't untap during your untap step. Whenever you gain life, untap this creature.
Enchantment
Sacrifice a creature: Regenerate target creature.
Creature — Goblin Pirate
Haste (This creature can attack and {T} as soon as it comes under your control.) {T}, Sacrifice this creature: It deals 1 damage to any target.
Creature — Minotaur Shaman
When this creature enters, it deals damage to each opponent equal to your devotion to red. (Each {R} in the mana costs of permanents you control counts toward your devotion to red.)