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Inventory last scanned: 6/18/2026, 6:09:03 PM
Legendary Creature — Weird Wizard
Play with the top card of your library revealed. You may cast instant and sorcery spells from the top of your library. Whenever you cast an instant or sorcery spell from your library, copy it. You may choose new targets for the copy.
Legendary Creature — Weird Detective
Melek's power and toughness are each equal to twice the number of instant and sorcery cards in your graveyard. The first instant or sorcery spell you cast each turn costs {3} less to cast.
Legendary Creature — Human Scout
You can't get poison counters. Creatures you control can't have -1/-1 counters put on them. Creatures your opponents control lose infect.
Legendary Creature — Human Scout
If you would get one or more poison counters, instead you get one poison counter and you can't get additional poison counters this turn. Exile Melira: Choose another target creature or artifact. When it's put into a graveyard this turn, return that card to the battlefield under its owner's control.
Sorcery
Destroy each artifact with mana value X or less.
Enchantment — Aura
Enchant creature you control When this Aura enters, enchanted creature fights up to one target creature an opponent controls. (Each deals damage equal to its power to the other.) Enchanted creature gets +0/+2 and can't be blocked by more than one creature.
Legendary Artifact Creature — Wizard
{1}{U}{U}: Target permanent becomes an artifact in addition to its other types. (This effect lasts indefinitely.) {3}{U}: Gain control of target artifact. (This effect lasts indefinitely.)
Artifact Creature — Construct
Land
This land enters tapped. {T}: Add {W}. {3}{W}, {T}, Sacrifice this land: Create two 1/1 white Soldier creature tokens.
Sorcery
Reveal the top five cards of your library. Put one of them into your hand. Then choose an opponent. They put one on the bottom of your library. Then you put one into your hand. Then they put one on the bottom of your library. Put the other into your hand. Flashback {7}{U}{U}
Creature — Alien Worm
Paradox — Whenever you cast a spell from anywhere other than your hand, this creature deals 2 damage to target player. That player discards a card, then draws a card. Put a +1/+1 counter on this creature.
Legendary Creature — Bird Soldier
Flying Whenever Meneldor deals combat damage to a player, exile up to one target creature you own, then return it to the battlefield under your control.
Instant
({U/P} can be paid with either {U} or 2 life.) Counter target spell with mana value 1.
Creature — Human Soldier
Whenever another creature you control with power 2 or less enters, you may pay {1}. If you do, draw a card.
Artifact
When this artifact enters or is put into a graveyard from the battlefield, you draw a card and you lose 1 life.
Creature — Angel Detective
Flying Whenever a nontoken creature you control dies, investigate. Clues you control have exalted. (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn for each instance of exalted among permanents you control.)
Creature — Human Pirate
Whenever this creature or another Pirate you control enters, tap up to one target creature. That creature doesn't untap during its controller's untap step for as long as you control this creature.
Creature — Orc Warrior
When this creature enters, each player sacrifices a creature of their choice.
Sorcery — Lesson
Until end of turn, target nonland permanent loses all abilities and becomes your choice of a blue Frog creature with base power and toughness 1/1 or a blue Octopus creature with base power and toughness 4/4.
Legendary Creature — Human Shaman
Whenever another creature you control dies, you get an experience counter. At the beginning of your end step, choose target creature card in your graveyard. If that card's mana value is less than or equal to the number of experience counters you have, return it to the battlefield. Otherwise, put it into your hand.
Creature — Merfolk Scout
When this creature enters, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
Creature — Merfolk Scout
Whenever a creature you control explores, this creature gets +1/+0 until end of turn and can't be blocked this turn.
Creature — Merfolk
{1}: This creature gets +1/-1 until end of turn. When this creature dies, scry 2.
Creature — Merfolk Rogue
{T}: Draw a card, then discard a card.
Creature — Merfolk Shaman
Other Merfolk you control get +1/+1.
Creature — Merfolk Mutant
Flying When this creature enters, put a +1/+1 counter on target creature you control. {3}{G}{U}: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Creature — Merfolk Rogue
Flying Whenever this creature deals combat damage to a player, that player mills a card. (They put the top card of their library into their graveyard.) Sacrifice this creature: Draw a card. Activate only if an opponent has eight or more cards in their graveyard.
Legendary Creature — Halfling Citizen
Whenever one or more Halflings you control attack a player, create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.")
Legendary Creature — Elf Artificer
Tap an untapped nontoken artifact you control: Add {G}. Tap two untapped nontoken artifacts you control: Exile the top card of your library. You may play it this turn.
Creature — Human Bard
When this creature enters, you may pay {1}. When you do, create a Young Hero Role token attached to target creature you control. (If you control another Role on it, put that one into the graveyard. Enchanted creature has "Whenever this creature attacks, if its toughness is 3 or less, put a +1/+1 counter on it.")
Creature — Human Druid
Whenever you cast an enchantment spell, you may draw a card.
Creature — Unicorn
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Creature — Sliver
All Slivers have "When this permanent enters, you may fateseal 1." (To fateseal 1, its controller looks at the top card of an opponent's library, then they may put that card on the bottom of that library.)
Creature — Octopus
When this creature enters, create two 0/2 blue Illusion creature tokens with "Whenever this token blocks a creature, that creature doesn't untap during its controller's next untap step." This creature has hexproof as long as you control an Illusion.
Enchantment — Aura
Enchant creature When this Aura enters, tap enchanted creature, then proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.) Enchanted creature doesn't untap during its controller's untap step.
Enchantment — Aura
Enchant creature Enchanted creature has trample and haste.
Instant
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for {1}.) Counter target spell unless its controller pays {3}.
Enchantment
Whenever you cast an instant or sorcery spell, create an X/X colorless Construct artifact creature token, where X is that spell's mana value. {3}{U}{U}, Exile this enchantment: Return all instant and sorcery cards from your graveyard to your hand. Activate only if you control six or more artifacts.
Artifact Creature — Construct
This spell costs {X} less to cast, where X is the total mana value of noncreature artifacts you control. Sacrifice two artifacts: Return this card from your graveyard to your hand.
Creature — Human Cleric
Lifelink When this creature enters, return up to one target creature card from your graveyard to the battlefield with a lifelink counter on it. Miracle {1}{B} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
Creature — Phyrexian Human Cleric
Whenever another nontoken creature you control enters, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Artifact Creature — Golem
When this creature enters, destroy target nonland permanent an opponent controls.
Artifact — Equipment
Equipped creature gets +4/+0 and has trample. Equip {4} Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Token Artifact
When Meteorite enters the battlefield, it deals 2 damage to any target. {T}: Add one mana of any color.
Artifact — Equipment
When this Equipment enters, destroy target permanent. Equipped creature gets +3/+3. Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)
Creature — Djinn Artificer
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) When this creature enters, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
Enchantment
{2}{W}: Return target permanent you control to its owner's hand. If it has unearth, instead exile it, then return that card to its owner's hand. Activate only during your turn.
Legendary Creature — Elf Scout
Whenever Miara or another Elf you control dies, you may pay {1} and 1 life. If you do, draw a card. Partner (You can have two commanders if both have partner.)