669 Capital Avenue Southwest, Battle Creek, MI, 49015
Cards Tracked
8696
In Stock
8691
Rating
—
Inventory last scanned: 6/15/2026, 6:14:51 PM
Land
{T}: Add {C}. {1}, {T}: Add one mana of any color. {4}, {T}, Sacrifice this land: Put two +1/+1 counters on target creature. Activate only as a sorcery.
Creature — Human
Whenever this creature attacks, it gets +1/-2 until end of turn. {1}{R}{R}, {T}: Target creature gains mountainwalk until end of turn. (It can't be blocked as long as defending player controls a Mountain.)
Creature — Harpy Beast
Flying When this creature enters, return a blue or black creature you control to its owner's hand. Pay 1 life: Return this creature to its owner's hand.
Creature — Dragon
This spell costs {X} less to cast, where X is the greatest number of artifacts an opponent controls. Flying, trample, haste Whenever this creature deals combat damage to a player, you create a Treasure token for each artifact that player controls.
Land
As this land enters, choose a creature type. {T}: Add {C}. {T}: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type, and that spell can't be countered.
Land — Cave
{T}: Add {C}. {2}: This land becomes a 3/3 Elemental creature until end of turn. It's still a Cave land. Activate only if the number of other Caves you control plus the number of Cave cards in your graveyard is three or greater.
Creature — Nightmare
Mutate {3}{B} (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.) Menace (This creature can't be blocked except by two or more creatures.) Whenever this creature mutates, each opponent discards a card.
Creature — Human Barbarian
Trample When this creature enters, you take the initiative. Whenever this creature attacks, exile the top card of your library. If you've completed a dungeon, you may play that card this turn without paying its mana cost. Otherwise, you may play that card this turn.
Land
{T}: Add {C}. {T}: Add {W} or {B}. This land deals 1 damage to you.
Legendary Creature — Elf Noble
Whenever you attack with one or more Elves, scry 1. Whenever you scry, Celeborn gets +1/+1 until end of turn for each card looked at while scrying this way.
Legendary Creature — Human Wizard Knight
When Celes enters, discard any number of cards, then draw that many cards plus one. Whenever one or more other creatures you control enter, if one or more of them entered from a graveyard or was cast from a graveyard, put a +1/+1 counter on each creature you control.
Artifact — Equipment
Flash (You may cast this spell any time you could cast an instant.) When this Equipment enters, attach it to target creature you control. That creature gains hexproof and indestructible until end of turn. Equipped creature gets +2/+0 and has flying. Equip {3}{W} ({3}{W}: Attach to target creature you control. Equip only as a sorcery.)
Instant
Target player sacrifices an attacking or blocking creature of their choice.
Creature — Human Cleric
If it's neither day nor night, it becomes day as this creature enters. Whenever day becomes night or night becomes day, look at the top two cards of your library. Put one of them into your graveyard.
Creature — Spirit
Flying Whenever this creature enters or attacks, exile a card from a graveyard. You may look at the top card of your library any time. Once each turn, you may cast a spell from the top of your library if it shares a card type with a card exiled with this creature.
Creature — Zombie
Other Zombie creatures you control get +1/+1. {2}{B}, {T}: Exile target creature card from a graveyard. Create a 2/2 black Zombie creature token.
Sorcery
Return target creature card from your graveyard to your hand. If it's a Zombie card, draw a card.
Enchantment
Hideaway 5 (When this enchantment enters, look at the top five cards of your library, exile one face down, then put the rest on the bottom in a random order.) At the beginning of your upkeep, you may mill three cards. Then if there are twenty or more cards in your graveyard, you may play the exiled card without paying its mana cost.
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.)
Instant
Counter target spell unless its controller pays {1}. Cycling {U} ({U}, Discard this card: Draw a card.)
Creature — Plant Centaur
Trample This creature enters with a number of +1/+1 counters on it equal to the number of land cards in all graveyards. Whenever a land card is put into a graveyard from anywhere, you may pay {G}{G}. If you do, return this card from your graveyard to your hand.
Enchantment — Room // Enchantment — Room
Land
{T}: Add {U}. This land deals 1 damage to you. Threshold — {U}, {T}, Sacrifice this land: Target player draws three cards, then discards three cards. Activate only if there are seven or more cards in your graveyard.
Creature — Octopus Wizard
Whenever this creature becomes the target of a spell or ability, mill three cards. {2}{U}, {T}: Prevent all combat damage that would be dealt to and dealt by target creature you control this turn.
Instant
Counter target colorless spell.
Creature — Drake
Flying Protection from red (This creature can't be blocked, targeted, dealt damage, enchanted, or equipped by anything red.) Sacrifice this creature: Counter target spell that targets you.
Artifact Creature — Scarecrow
This creature enters with two -1/-1 counters on it. {3}, {T}: Remove a -1/-1 counter from target creature.
Creature — Phyrexian Horror
Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) This creature can't attack unless defending player is poisoned.
Enchantment — Aura
Enchant Mountain you control When this Aura enters, exile target creature an opponent controls until this Aura leaves the battlefield. (That creature returns under its owner's control.)
Legendary Creature — Human Minion
Discard a card: You may cast a creature spell from your graveyard this turn. Activate only once each turn. Whenever a nontoken creature you control enters, if you didn't cast it from your hand, it gains haste until your next turn.
Sorcery
Chain Lightning deals 3 damage to any target. Then that player or that permanent's controller may pay {R}{R}. If the player does, they may copy this spell and may choose a new target for that copy.
Sorcery
Destroy target noncreature permanent. Then that permanent's controller may copy this spell and may choose a new target for that copy.
Sorcery
Chain Reaction deals X damage to each creature, where X is the number of creatures on the battlefield.
Artifact
This artifact enters with X charge counters on it. Whenever a player casts a spell with mana value equal to the number of charge counters on this artifact, counter that spell.
Artifact Creature — Construct
This creature enters with a +1/+1 counter on it for each color of mana spent to cast it. {X}, {T}, Remove X +1/+1 counters from this creature: It deals X damage to any target. {W}{U}{B}{R}{G}: Return this card from your graveyard to your hand.
Creature — Vampire Knight
When this creature enters, you draw X cards and you lose X life, where X is the number of Vampires you control.
Creature — Human Warrior
Creatures with power less than this creature's power can't block creatures you control. Whenever another creature you control enters, put a +1/+1 counter on this creature.
Creature — Jackal Warrior
You may exert this creature as it attacks. When you do, you may put a creature card from your hand onto the battlefield. (An exerted creature won't untap during your next untap step.)
Creature — Zombie
Whenever another Zombie you control enters, put a +1/+1 counter on this creature.
Creature — Snake Wizard
When this creature enters, you may draw cards equal to its power. If you do, discard two cards. Eternalize {5}{U}{U} ({5}{U}{U}, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Snake Wizard with no mana cost. Eternalize only as a sorcery.)
Artifact — Equipment
Equipped creature gets +2/+2. As long as equipped creature is legendary, it has hexproof. (It can't be the target of spells or abilities your opponents control.) Equip {1}
Enchantment
Whenever you win a coin flip, put a luck counter on this enchantment. At the beginning of your upkeep, if this enchantment has ten or more luck counters on it, you win the game.
Creature — Phyrexian Angel
You may reveal this card from your opening hand. If you do, when each opponent casts their first spell of the game, counter that spell unless that player pays {1}. Flying Whenever an opponent casts a spell, counter it unless that player pays {1}.
Creature — Phyrexian Giant
You may reveal this card from your opening hand. If you do, at the beginning of the first upkeep, create a 1/1 red Phyrexian Goblin creature token with haste. When this creature enters, create X 1/1 red Phyrexian Goblin creature tokens with haste, where X is the number of creatures you control.
Creature — Elf Warrior
Whenever you scry, put a +1/+1 counter on this creature. This ability triggers only once each turn.
Legendary Planeswalker — Chandra
+1: Discard a card. If a red card is discarded this way, Chandra deals 4 damage to any target. −2: Each player discards their hand, then draws three cards. −7: Cast any number of red instant and/or sorcery cards from your graveyard without paying their mana costs.
Legendary Planeswalker — Chandra
0: Put a loyalty counter on each red planeswalker you control. 0: Create two 1/1 red Elemental creature tokens. They gain haste. Sacrifice them at the beginning of the next end step. −2: You may cast target instant or sorcery card with mana value 3 or less from your graveyard. If that spell would be put into your graveyard, exile it instead.