117 N Cedar Ave, Owatonna, MN, 55060
Cards Tracked
8996
In Stock
8996
Rating
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Inventory last scanned: 6/16/2026, 6:10:45 PM
Creature — Vampire Warrior
{1}{R}, Discard a card, Sacrifice a Vampire: Draw two cards. Activate only if an opponent lost life this turn.
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.
Creature — Human Wizard
When this creature enters, destroy up to one other target creature. If that creature wasn't dealt damage this turn, its controller draws two cards.
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.
Instant
Target creature you control deals damage equal to its power to another target creature.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Destroy all lands. II, III — Each player returns two land cards from their graveyard to the battlefield.
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.)
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 — Human Cleric
When this creature enters, each player discards a card. If you discarded a card this way, draw a card.
Creature — Ape Druid
Reach When this creature enters, you may search your library and/or graveyard for a creature card with no abilities, reveal it, and put it into your hand. If you search your library this way, shuffle.
Legendary Creature — Human Warrior
Whenever one or more cards leave your graveyard, you draw a card and you lose 1 life. This ability triggers only once each turn. (Melds with Vanille, Cheerful l'Cie.)
Creature — Snake
Flash When this creature enters, choose one — • You gain 3 life and surveil 3. (Look at the top three cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) • Destroy target enchantment. • Counter target creature spell.
Enchantment Creature — Snake Ninja
Deathtouch
Artifact Creature — Scarecrow
{2}: Target black creature gains wither until end of turn. (It deals damage to creatures in the form of -1/-1 counters.)
Sorcery
Put a +1/+1 counter on target creature you control, then double the number of +1/+1 counters on each creature that had a +1/+1 counter put on it this way. Overload {4}{G}{G} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Legendary Creature — Human Soldier
At the beginning of your end step, if a creature died under your control this turn, draw a card. Whenever the Ring tempts you, if you chose a creature other than Faramir as your Ring-bearer, create a 1/1 white Human Soldier creature token.
Creature — Fox
Vigilance When this creature enters, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle.
Creature — Elf Druid
When this creature enters, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Instant
Farideh's Fireball deals 5 damage to target creature or planeswalker. Roll a d20. 1—9 | Farideh's Fireball deals 2 damage to each player. 10—20 | Farideh's Fireball deals 2 damage to each opponent.
Sorcery
Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.
Instant
Bargain (You may sacrifice an artifact, enchantment, or token as you cast this spell.) Look at the top four cards of your library. If this spell was bargained, look at the top eight cards of your library instead. Put two of them into your hand and the rest on the bottom of your library in a random order.
Instant // Sorcery
Sorcery
As an additional cost to cast this spell, sacrifice a nonland permanent. Each opponent chooses a permanent they control that shares a card type with the sacrificed permanent and sacrifices it. Draw a card.
Instant
Destroy target creature if it has mana value 2 or less. Revolt — Destroy that creature if it has mana value 4 or less instead if a permanent left the battlefield under your control this turn.
Instant
Put target creature card from a graveyard onto the battlefield under your control. It gains indestructible. If it's your turn, scry 2.
Instant
Destroy target creature or planeswalker. Its controller investigates. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Sorcery
Draw cards equal to the mana value of target artifact or creature you control. An opponent gains control of that permanent.
Instant
Fateful Showdown deals damage to any target equal to the number of cards in your hand. Discard all the cards in your hand, then draw that many cards.
Sorcery
Return up to one target creature card from your graveyard to your hand. Venture into the dungeon. (Enter the first room or advance to the next room.)
Instant
Move all counters from target creature onto another target creature.
Creature — Human Pirate
Menace Whenever this creature attacks, if you control another nontoken Pirate, you may pay {2}. If you do, create a 2/2 black Pirate creature token with menace.
Creature — Orc Pirate
Whenever this creature attacks, it deals damage to the player or planeswalker it's attacking equal to the number of artifacts you control. Encore {5}{R} ({5}{R}, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
Creature — Human Wizard
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.) Whenever a +1/+1 counter is put on this creature, you may draw a card.
Creature — Elf Shaman
{G}, {T}, Discard a creature card: Search your library for a creature card, reveal it, put it into your hand, then shuffle.
Creature — Troll
When this creature enters, create a Monster Role token attached to it. (Enchanted creature gets +1/+1 and has trample.) {1}, Sacrifice an Aura attached to this creature: This creature fights target creature you don't control. If that creature would die this turn, exile it instead. Activate only as a sorcery.
Enchantment
Creatures you control with flying get +1/+1.
Enchantment — Aura
Enchant creature (Target a creature as you cast this. This card enters attached to that creature.) Enchanted creature has fear. (It can't be blocked except by artifact creatures and/or black creatures.)
Sorcery
Damage can't be prevented this turn. Fear, Fire, Foes! deals X damage to target creature and 1 damage to each other creature with the same controller.
Enchantment Creature — Nightmare
Haste This creature must be blocked if able.
Enchantment Creature — Nightmare
When this creature enters, it deals 4 damage to each opponent. Delirium — Whenever a source you control deals noncombat damage to an opponent, if there are four or more card types among cards in your graveyard, this creature deals that amount of damage to target creature that player controls.
Enchantment Creature — Nightmare
As an additional cost to cast this spell, tap two untapped creatures and/or lands you control. Trample
Enchantment Creature — Nightmare
Whenever this creature deals combat damage to a player, draw that many cards.
Enchantment Creature — Nightmare
Flying Whenever this creature attacks, target creature defending player controls gets -2/-0 and loses flying until your next turn.
Enchantment Creature — Nightmare
When this creature enters, tap up to one target creature. If an opponent controls that creature, put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Enchantment Creature — Nightmare
Flash When this creature enters, counter target spell. Its controller manifests dread. (That player looks at the top two cards of their library, then puts one onto the battlefield face down as a 2/2 creature and the other into their graveyard. If it's a creature card, it can be turned face up any time for its mana cost.)
Enchantment Creature — Nightmare
Flying, lifelink This creature can't block. Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, you may return this card from your graveyard to your hand.
Enchantment Creature — Nightmare
As an additional cost to cast this spell, return a permanent you control to its owner's hand. Flying
Enchantment Creature — Nightmare
When this creature dies, it deals 1 damage to any target and you gain 1 life.
Enchantment Creature — Nightmare
When this creature enters, discard a card, then draw a card. Delirium — Whenever this creature attacks for the first time each turn, if there are four or more card types among cards in your graveyard, untap target creature. After this phase, there is an additional combat phase.
Enchantment Creature — Nightmare
Vigilance Whenever this creature attacks, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Enchantment Creature — Nightmare
Whenever this creature attacks, if defending player controls no Glimmer creatures, it gains menace and deathtouch until end of turn. (A creature with menace can't be blocked except by two or more creatures.)
Sorcery
Return target creature card from your graveyard to the battlefield. If it's a Dragon, put two +1/+1 counters on it.