10128 Indiana Ave, Riverside, CA, 92503
Cards Tracked
8664
In Stock
8664
Rating
—
Inventory last scanned: 6/21/2026, 6:10:04 PM
Instant
Until end of turn, target creature gains deathtouch and "When this creature dies, return it to the battlefield tapped under its owner's control." You gain 2 life.
Legendary Creature — Human God
Creatures you control have vigilance and "{T}: Add one mana of any color. Spend this mana only to cast a creature spell." Whenever you cast a creature spell, if three or more mana from creatures was spent to cast it, draw a card.
Creature — Vedalken Ninja
Ninjutsu {U}{B} ({U}{B}, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.) Whenever a Ninja you control deals combat damage to a player, draw a card.
Creature — Human Wizard
Skulk (This creature can't be blocked by creatures with greater power.) This creature enters with X +1/+1 counters on it. At the beginning of your upkeep, if this creature has one or more +1/+1 counters on it, you may remove a +1/+1 counter from it. If you do, draw a card.
Creature — Human Artificer
When this creature enters, look at the top four cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. Whenever one or more artifacts you control enter, put a +1/+1 counter on this creature. This ability triggers only once each turn.
Creature — Elemental
When this creature enters, destroy target artifact. Evoke {R} (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
Artifact
When this artifact enters, the Ring tempts you. {T}: Add one mana of any color.
Creature — Human Ninja
Flying {3}{B}: This creature gets +2/+2 until end of turn.
Sorcery
Each player sacrifices a creature of their choice.
Creature — Centaur Detective
Parley — Whenever this creature attacks, each player reveals the top card of their library. For each nonland card revealed this way, you investigate. Then each player draws a card. At the beginning of your end step, you may untap all lands you control. If you do, you can't cast spells until your next turn.
Sorcery
Target player reveals their hand. You choose a nonland card from it with mana value 3 or less. That player discards that card.
Artifact — Equipment
If equipped creature would deal combat damage, it deals double that damage instead. If another creature would deal combat damage to equipped creature, it deals double that damage to equipped creature instead. Equip {2}
Sorcery
Spree (Choose one or more additional costs.) + {2} — Search your library for a card, then shuffle and put that card on top. + {B}{B} — Target player draws three cards and loses 3 life.
Artifact
{1}, {T}, Sacrifice this artifact: Reveal the top five cards of your library. Put a land card from among them into your hand and the rest on the bottom of your library in a random order. If you didn't put a card into your hand this way, draw a card.
Instant
Kicker {2}{G} Choose one. If this spell was kicked, choose any number instead. • Put two +1/+1 counters on target creature. • Target player gains X life, where X is the greatest power among creatures they control. • Target creature you control fights target creature you don't control.
Enchantment
At the beginning of your upkeep, you may cast a permanent spell from your hand with mana value equal to 1 plus the greatest mana value among other permanents you control without paying its mana cost. If you don't, scry 1.
Instant
Choose one — • Counter target spell. • You may choose new targets for target spell. • Copy target instant or sorcery spell. You may choose new targets for the copy.
Creature — Vampire
Menace (This creature can't be blocked except by two or more creatures.) Discard a card, Sacrifice this creature: Draw a card.
Instant
Draw a card for each creature you control with a +1/+1 counter on it. Those creatures gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
Creature — Angel Cleric
Flying When this creature enters, you gain 1 life and draw a card.
Sorcery
Put a +1/+1 counter on each creature you control.
Artifact
Nonartifact spells you cast have improvise. (Your artifacts can help cast those spells. Each artifact you tap after you're done activating mana abilities pays for {1}.)
Artifact — Food
Flash When this artifact enters, draw a card. {2}, {T}, Sacrifice this artifact: You gain 3 life.
Legendary Artifact
At the beginning of your upkeep, you may put a harmony counter on Instrument of the Bards. {3}{G}, {T}: Search your library for a creature card with mana value equal to the number of harmony counters on Instrument of the Bards, reveal it, and put it into your hand. If that card is legendary, create a Treasure token. Then shuffle.
Sorcery // Sorcery
Enchantment
Creature tokens you control get +1/+1 and have vigilance.
Creature — Horror
Devour Intellect — When this creature enters, each opponent exiles a card from their hand until this creature leaves the battlefield. Body Thief — You may play lands and cast spells from among cards exiled with this creature. If you cast a spell this way, you may spend mana as though it were mana of any color to cast it.
Artifact — Bobblehead
{T}: Add one mana of any color. {5}, {T}: Draw X cards, where X is the number of Bobbleheads you control.
Enchantment — Aura
Enchant permanent Enchanted permanent can't attack, block, or crew Vehicles. Its activated abilities can't be activated unless they're mana abilities.
Land
Whenever you cast a planeswalker spell, you gain 1 life. {T}: Add {C}. {1}, {T}: Add two mana of different colors. Spend this mana only to cast planeswalker spells.
Instant
Counter target spell that targets a creature.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I, II, III — Create a 3/3 black Wraith creature token with menace. The Ring tempts you. IV — For each opponent, gain control of up to one target creature that player controls until end of turn. Untap those creatures. They gain haste until end of turn. The Ring tempts you.
Enchantment
Creatures you control get +1/+1. {5}{W}: Exile target nonland permanent you don't control until this enchantment leaves the battlefield. Activate only as a sorcery and only once.
Sorcery
Kicker {2}{B} (You may pay an additional {2}{B} as you cast this spell.) Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. If this spell was kicked, sacrifice that creature at the beginning of the next end step.
Sorcery
Target opponent reveals their hand. You choose an artifact or creature card from it. Exile that card. Cycling {3} ({3}, Discard this card: Draw a card.)
Sorcery
Draw three cards. Create a 1/1 blue Faerie creature token with flying and "This token can block only creatures with flying."
Sorcery
Choose one — • Into the Fire deals 2 damage to each creature, planeswalker, and battle. • Put any number of cards from your hand on the bottom of your library, then draw that many cards plus one.
Sorcery
It becomes night. Discard any number of cards, then draw that many cards plus one.
Sorcery
Search your library for a snow land card, put it onto the battlefield tapped, then shuffle.
Instant
Kicker {1}{U} (You may pay an additional {1}{U} as you cast this spell.) Return target nonland permanent to its owner's hand. If this spell was kicked, draw a card.
Instant
This spell costs {3} less to cast if an opponent has seven or more cards in their graveyard. Draw four cards.
Creature — Human Soldier
{T}: Destroy target creature with power 4 or greater.
Creature — Human Druid
{T}: Add one mana of any color. {2}: Exile target card from a graveyard. You may cast Dinosaur creature spells from among cards you own exiled with this creature. If you cast a spell this way, that creature enters with a finality counter on it. (If a creature with a finality counter on it would die, exile it instead.)
Sorcery — Lesson
Scry 2, then draw a card.