2329 Iowa Suite M, Lawrence, KS, 66046
Cards Tracked
9015
In Stock
9006
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Inventory last scanned: 6/28/2026, 6:14:15 PM
Legendary Creature — Goblin Noble
Haste Whenever Squee attacks, create a 1/1 red Goblin creature token that's tapped and attacking. You may cast this card from your graveyard by paying {3}{R} and exiling four other cards from your graveyard rather than paying its mana cost.
Legendary Creature — Goblin
At the beginning of your upkeep, you may return this card from your graveyard to your hand.
Sorcery
Choose a number. Flip a coin that many times or until you lose a flip, whichever comes first. If you win all the flips, draw two cards for each flip.
Creature — Squirrel Mutant
Deathtouch
Creature — Squirrel
This creature gets +1/+1 for each other Squirrel on the battlefield.
Instant
Target creature gets -2/-2 until end of turn.
Artifact
{T}, Pay 1 life: Destroy target permanent you own. {T}, Pay 2 life: Add one mana of any color. {T}, Pay 3 life: Proliferate. {T}, Pay 4 life: Draw a card. {5}: Untap this artifact.
Legendary Artifact
When Staff of Eden enters, put target legendary permanent card not named Staff of Eden, Vault's Key from a graveyard onto the battlefield under your control. {T}: Draw a card for each permanent you control but don't own.
Artifact
At the beginning of your upkeep, draw a card. {T}: This artifact deals 1 damage to any target.
Creature — Cat Archer
When this creature enters, secretly choose an opponent. Reveal the player you chose: Exile target creature that's attacking you if it's controlled by the chosen player. Activate only once.
Instant
Kicker {1}{U} (You may pay an additional {1}{U} as you cast this spell.) Tap up to two target creatures. If this spell was kicked, put a stun counter on each of those creatures. (If a permanent with a stun counter would become untapped, remove one from it instead.) Draw a card.
Sorcery
Tap target creature or Vehicle, then put three stun counters on it. (If a permanent with a stun counter would become untapped, remove one from it instead.) Cycling {2} ({2}, Discard this card: Draw a card.)
Creature — Human Soldier
Vigilance Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, creatures you control gain indestructible until end of turn.
Creature — Human Soldier
When this creature enters, the Ring tempts you. Whenever you draw your second card each turn, put a +1/+1 counter on this creature.
Creature — Human Warrior
Menace (This creature can't be blocked except by two or more creatures.) Whenever one or more counters are put on a creature you control, if it's the first time counters have been put on that creature this turn, put a +1/+1 counter on that creature.
Creature — Angel Warrior
You may pay {1}{W} and exile a creature card from your graveyard rather than pay this spell's mana cost. Flying
Creature — Mouse
Exhaust — {3}{G}: Put a +1/+1 counter on this creature. Create a 3/3 green Elephant creature token. (Activate each exhaust ability only once.)
Creature — Bat Cleric
Flying At the beginning of your end step, if you gained or lost life this turn, look at the top four cards of your library. You may reveal a creature card with power 3 or less from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Sorcery
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.) Destroy all creatures. If the gift was promised, return a creature card put into your graveyard this way to the battlefield under your control.
Creature — Human Cleric
Enchantment spells you cast cost {1} less to cast. Whenever an enchantment you control is put into a graveyard from the battlefield, put a +1/+1 counter on this creature.
Creature — Angel
Flying When this creature enters, search your library for a basic Plains card or a creature card with mana value 1 or less, reveal it, put it into your hand, then shuffle. Warp {1}{W} (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Artifact — Equipment
Gift a tapped Fish (You may promise an opponent a gift as you cast this spell. If you do, when it enters, they create a tapped 1/1 blue Fish creature token.) When this Equipment enters, if the gift was promised, attach this Equipment to target creature you control. Equipped creature gets +3/+3 and loses flying. Equip {3}
Sorcery
Look at twice X cards from the top of your library. Put X cards from among them into your hand and the rest into your graveyard. You lose X life.
Enchantment — Aura
Flash (You may cast this spell any time you could cast an instant.) 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/+1.
Creature — Bat Cleric
Flying At the beginning of your end step, if you gained or lost life this turn, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Creature — Human Wizard
This creature enters with a +1/+1 counter on it. When this creature dies, put its counters on target creature you control.
Creature — Human Scout
Flying Whenever this creature attacks, another target creature you control gains flying until end of turn. Attacking tokens you control have flying.
Creature — Bat Cleric
Offspring {2}{B} (You may pay an additional {2}{B} as you cast this spell. If you do, when this creature enters, create a 1/1 token copy of it.) Flying This creature can't block. Whenever you gain life, each opponent loses 1 life.
Creature — Bat Warlock
Flying, vigilance At the beginning of your end step, if you gained or lost life this turn, target opponent loses 3 life unless they sacrifice a nonland permanent of their choice or discard a card.
Instant
Starstorm deals X damage to each creature. Cycling {3} ({3}, Discard this card: Draw a card.)
Sorcery — Lesson
Choose one — • Start from Scratch deals 1 damage to any target. • Destroy target artifact.
Artifact
Start your engines! (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.) {T}: Add one mana of any color. Max speed — {T}, Sacrifice this artifact: Draw two cards, then discard a card.
Instant
Target creature gets -2/-0 until end of turn. Create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.) Draw a card.
Creature — Sloth Beast
Trample, lifelink At the beginning of combat on your turn, exile up to one target card from a graveyard.
Enchantment — Aura
Enchant creature Enchanted creature has base power and toughness 0/2, has defender, and loses all other abilities.
Enchantment
When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield. When this enchantment enters, you gain 2 life and create a tapped Powerstone token. (It's an artifact with "{T}: Add {C}. This mana can't be spent to cast a nonartifact spell.")
Enchantment
Flash This spell costs {1} less to cast for each attacking creature. When this enchantment enters, exile target artifact or creature an opponent controls until this enchantment leaves the battlefield.
Instant // Instant
Sorcery
Put two +1/+1 counters on target creature you control. That creature can't be blocked this turn.
Token Creature — Lizard Warlock
When this creature dies, it deals 1 damage to target player. (This token's mana cost is {1}{R}.)
Land — Island Mountain
({T}: Add {U} or {R}.) As this land enters, you may pay 2 life. If you don't, it enters tapped.
Creature — Turtle Hydra
This creature enters with X +1/+1 counters on it. {2}{G}, Remove a +1/+1 counter from this creature: Destroy target artifact or enchantment.
Creature — Spirit
Defender Whenever an enchantment you control enters, this creature can attack this turn as though it didn't have defender.
Artifact — Equipment
Equipped creature gets +2/+2. Equip Knight {1} Equip {3}
Artifact Creature — Wizard
Trample This creature enters with two +1/+1 counters on it unless two or more colors of mana were spent to cast it.
Artifact Creature — Dragon
Flying {2}: This creature gets +1/+0 until end of turn. {X}: Destroy each nonland permanent with mana value X whose controller was dealt combat damage by this creature this turn. Activate only once each turn.
Artifact Creature — Construct
{T}: Put a +1/+1 counter on each artifact creature you control.
Artifact Creature — Angel
Prototype {1}{W}{W} — 3/3 (You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.) Flying At the beginning of combat on your turn, target creature you control gains your choice of flying, vigilance, or lifelink until end of turn.
Land
{T}: Add {C}. {3}{B}{R}, {T}: This land deals 2 damage to target player or planeswalker.
Enchantment
Attacking creatures you control have first strike. Whenever a Vampire you control deals combat damage to a player, put a +1/+1 counter on it. Madness {2}{R} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Enchantment
At the beginning of your end step, create a 1/1 red Human creature token. Then if you control exactly thirteen permanents, you may sacrifice this enchantment. When you do, it deals 7 damage to any target.
Sorcery
Open two Attractions. (Put the top two cards of your Attraction deck onto the battlefield.)
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.
Artifact Creature — Dog
When this creature enters, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)