117 N Cedar Ave, Owatonna, MN, 55060
Cards Tracked
8997
In Stock
8997
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Inventory last scanned: 6/15/2026, 6:10:27 PM
Artifact Creature — Golem
{6}, Roll a d8: Monstrosity X, where X is the result. (If this creature isn't monstrous, put X +1/+1 counters on it and it becomes monstrous.) Berserk — When this creature becomes monstrous, destroy target permanent.
Sorcery
Destroy target land. Its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle. Draw a card.
Instant
Target creature you control gets +1/+1 until end of turn. It deals damage equal to its power to target creature you don't control.
Sorcery
Target player shuffles their graveyard into their library. Draw a card.
Creature — Zombie Horror
{3}, {T}, Sacrifice another Zombie: Create two tokens that are copies of the sacrificed creature.
Creature — Angel Berserker
Flying, trample Pay 3 life: Return this card from your graveyard to your hand. Activate only if you had an Angel or Berserker enter the battlefield under your control this turn.
Creature — Sliver
Sliver creatures you control get +2/+0.
Legendary Creature — Frog Druid
Vigilance Whenever Clement or another creature you control enters, return up to one target creature you control with lesser mana value to its owner's hand. Frogs you control have "{T}: Add {G} or {U}. Spend this mana only to cast a creature spell."
Legendary Creature — Human Noble
Allies — At the beginning of your end step, put a +1/+1 counter on each of up to two other target legendary creatures. Betrayal — Whenever a legendary creature with counters on it dies, draw a card for each counter on it. You lose 2 life.
Creature — Vampire Cleric
Whenever another Cleric you control enters, you gain 1 life. Whenever you gain life for the first time each turn, put a +1/+1 counter on this creature.
Creature — Gnome Wizard
Mage Hand — {T}: Untap target permanent not named Clever Conjurer. Activate only as a sorcery.
Creature — Shapeshifter
You may have this creature enter as a copy of any nonland permanent on the battlefield.
Creature — Human Wizard
Magecraft — Whenever you cast or copy an instant or sorcery spell, this creature gets +2/+2 until end of turn.
Artifact — Equipment
When this Equipment enters, attach it to target creature you control. Equipped creature has flying. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
Creature — Vampire Warrior Ally
Flying Whenever you gain life, each opponent loses 1 life.
Creature — Frog Scout
Reach When this creature enters, reveal cards from the top of your library until you reveal a land card. Put that card onto the battlefield tapped and the rest on the bottom of your library in a random order.
Land — Town
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.) {T}: Add {C}. {2}, {T}: You may play the exiled card without paying its mana cost if you control four or more legendary creatures.
Kindred Artifact — Rogue Equipment
Equipped creature gets +2/+0 and has shroud. (It can't be the target of spells or abilities.) Whenever a Rogue creature enters, you may attach this Equipment to it. Equip {3}
Enchantment — Aura
Enchant creature Enchanted creature has phasing and can't be blocked except by Walls. (It phases in or out before its controller untaps during each of their untap steps. While it's phased out, it's treated as though it doesn't exist.)
Artifact — Equipment
Equipped creature has flying and haste. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
Legendary Enchantment — Background
Commander creatures you own have "At the beginning of your end step, if a creature card was put into your graveyard from anywhere this turn, create two tapped 1/1 green Squirrel creature tokens."
Creature — Elf Ranger
Gathered Swarm — Whenever one or more tokens you control enter, put a +1/+1 counter on this creature.
Instant
Buyback {3} (You may pay an additional {3} as you cast this spell. If you do, put this card into your hand as it resolves.) Choose a counter on target permanent or suspended card. Remove that counter from that permanent or card or put another of those counters on it.
Artifact Creature — Wall
Defender {2}{W}, {T}: Tap target creature.
Artifact Creature — Fox
When this creature leaves the battlefield, you draw two cards and each opponent draws a card.
Sorcery
For each creature target player controls, create a token that's a copy of that creature.
Legendary Creature — Human Soldier Mercenary
Haste When Cloud enters, attach up to one target Equipment you control to it. Whenever Cloud attacks, draw a card for each equipped attacking creature you control. Then if Cloud has power 7 or greater, create two Treasure tokens.
Creature — Bird Mutant
Flying Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)
Artifact
As this artifact enters, choose artifact, creature, enchantment, instant, or sorcery. Spells you cast of the chosen type cost {1} less to cast.
Legendary Creature — Human Soldier Mercenary
When Cloud enters, search your library for an Equipment card, reveal it, put it into your hand, then shuffle. As long as Cloud is equipped, if a triggered ability of Cloud or an Equipment attached to it triggers, that ability triggers an additional time.
Legendary Creature — Avatar
Flying Particle Beam — When Cloud of Darkness enters, target creature an opponent controls gets -X/-X until end of turn, where X is the number of permanent cards in your graveyard.
Creature — Faerie
Flying When this creature enters, untap up to two lands. Cycling {2} ({2}, Discard this card: Draw a card.)
Instant
Exile target creature you control, then return that card to the battlefield under your control.
Creature — Human Pilot
Mounts and Vehicles you control get +1/+1. This creature saddles Mounts and crews Vehicles as though its power were 2 greater.
Creature — Human Pilot
When this creature enters, scry 2. {T}: Create X 1/1 colorless Pilot creature tokens, where X is the number of Mounts and/or Vehicles that entered the battlefield under your control this turn. The tokens have "This token saddles Mounts and crews Vehicles as though its power were 2 greater."
Artifact — Vehicle
Flying When this Vehicle enters, distribute two +1/+1 counters among one or two other target Vehicles and/or creatures you control. Crew 1
Artifact Creature — Equipment Kirin
Flying Equipped creature has flying and "You can't lose the game and your opponents can't win the game." Reconfigure {5} ({5}: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
Enchantment — Aura
Enchant creature As long as enchanted creature is blue, it gets +1/+1 and has shroud. (It can't be the target of spells or abilities.) As long as enchanted creature is red, it gets +1/+1 and has haste.
Creature — Raccoon
Descend 4 — When this creature enters, if there are four or more permanent cards in your graveyard, return target permanent card from your graveyard to your hand.
Artifact — Equipment
Equipped creature has flying. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Artifact
{T}: Target player mills a card. (They put the top card of their library into their graveyard.) {5}, {T}, Sacrifice this artifact: Return target card from your graveyard to your hand.
Legendary Artifact Creature — Book Construct
You can't cast permanent spells. {4}, {T}: Add {W}{U}{B}{R}{G}. When you next cast a spell this turn, exile cards from the top of your library until you exile an instant or sorcery card with lesser mana value. Until end of turn, you may cast that card without paying its mana cost. Put each other card exiled this way on the bottom of your library in a random order.
Legendary Artifact Creature — Robot
Commanders you control have ward {2}. {T}: Add {W}{W}. Spend this mana only to cast Aura and/or Equipment spells. {T}: Attach target Aura or Equipment you control to target creature you control. Activate only as a sorcery.
Creature — Orc Pirate
Whenever this creature or another Pirate you control enters, gain control of target creature until end of turn. Untap that creature. Until end of turn, it gains haste and becomes a Pirate in addition to its other types.
Instant
Exile target card from a graveyard. Flashback {B} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Artifact Creature — Gnome
Flash When this creature enters, target creature an opponent controls gets -2/-0 until end of turn.
Creature — Snake Elf Druid
When this creature enters, reveal the top card of your library. If it's a land card, put it onto the battlefield. Otherwise, put that card into your hand.
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.) Return target creature card from your graveyard to the battlefield. Then if the gift was promised and that creature isn't legendary, create a token that's a copy of that creature, except it's 1/1.
Creature — Merfolk Rogue
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) Whenever this creature deals combat damage to a player, you may draw that many cards.
Legendary Creature — Treefolk Shaman
Vigilance, reach Whenever Colfenor or another creature you control dies, return up to one other target creature card with lesser toughness from your graveyard to your hand.
Instant
As an additional cost to cast this spell, sacrifice a creature. Collateral Damage deals 3 damage to any target.
Instant
Look at the top six cards of your library. Put up to two creature cards with mana value 3 or less from among them onto the battlefield. Put the rest on the bottom of your library in any order.