3719 Magazine St., New Orleans, LA, 70115
Cards Tracked
9311
In Stock
9308
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Inventory last scanned: 6/16/2026, 6:12:46 PM
Instant — Arcane
Return X target creature cards from your graveyard to your hand.
Creature — Human Shaman
Whenever another creature dies, you may gain 1 life.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Target player mills two cards, then exiles their graveyard. III — Put all creature cards exiled with this enchantment onto the battlefield face down under your control. They're 2/2 Cyberman artifact creatures.
Creature — Elf Berserker
When this creature dies, if its power was 3 or greater, create a 2/2 black Zombie Berserker creature token.
Creature — Skeleton Knight
Haste When you gain life for the first time each turn, return this card from your graveyard to your hand.
Creature — Human Cleric
{2}{B}, {T}, Sacrifice a Zombie: Destroy target non-Zombie creature. It can't be regenerated. Activate only as a sorcery.
Creature — Tiefling Cleric
Skeletons, Vampires, and Zombies you control get +1/+1. At the beginning of your end step, if a creature died this turn, you may pay {1}. If you do, create a 1/1 black Skeleton creature token.
Creature — Demon Spirit
Flash This spell costs {2} less to cast for each creature that died this turn. When this creature enters, destroy all other creatures that were dealt damage this turn.
Enchantment — Aura
Enchant creature Enchanted creature gets -X/-X, where X is the number of creature cards in its controller's graveyard.
Creature — Zombie Fungus
At the beginning of your upkeep, put a spore counter on this creature. Remove three spore counters from this creature: Create a 1/1 green Saproling creature token. Sacrifice a Saproling: Target creature gets -1/-1 until end of turn.
Sorcery
Destroy target tapped creature.
Instant
Regenerate target creature.
Enchantment — Aura
Enchant creature When enchanted creature dies, its controller loses life equal to its power and you gain life equal to its toughness.
Instant
Target creature gets -X/-X until end of turn.
Enchantment — Aura
Enchant creature Enchanted creature gets -2/-2.
Artifact — Spacecraft
When this Spacecraft enters, it deals 3 damage to any target. Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 8+.) 8+ | Flying {1}{R}: This Spacecraft gets +2/+0 until end of turn.
Instant
Choose one — • Target opponent exiles a creature they control. • Target opponent exiles an enchantment they control.
Instant
Target creature gets -3/-0 until end of turn. Amass Orcs 1. (Put a +1/+1 counter 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.)
Land
{T}: Add {C}. {T}, Sacrifice this land: Search your library for a basic Plains, Swamp, or Forest card, put it onto the battlefield tapped, then shuffle. Cycling {W}{B}{G} ({W}{B}{G}, Discard this card: Draw a card.)
Sorcery
Reveal the top three cards of your library, then choose a consonant. (Y counts.) Put each card that has the chosen letter in the first word of its name from among them into your hand and the rest on the bottom of your library in any order.
Instant
Choose one — • Target creature you control fights target creature you don't control. (Each deals damage equal to its power to the other.) • Counter target noncreature spell unless its controller pays {3}.
Sorcery
You draw two cards and lose 2 life. Void — If a nonland permanent left the battlefield this turn or a spell was warped this turn, instead you draw two cards and each opponent loses 2 life.
Instant
Destroy target artifact or enchantment. Revolt — If a permanent left the battlefield under your control this turn, you gain 3 life.
Sorcery
Destroy target artifact. Add {G}{G}{G}.
Artifact — Equipment
Equipped creature gets +1/+1 and has "{3}, {T}, Sacrifice Deconstruction Hammer: Destroy target artifact or enchantment." Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Creature — Elf Warrior
Whenever another Warrior your team controls enters, put a +1/+1 counter on this creature.
Sorcery
Create X 4/4 white Angel creature tokens with flying. Cycling {2}{W} ({2}{W}, Discard this card: Draw a card.) When you cycle this card, you may pay {X}. If you do, create X 1/1 white Soldier creature tokens.
Sorcery
This spell costs {1} less to cast for each card you've drawn this turn. The owner of target nonland permanent puts it into their library second from the top or on the bottom.
Sorcery
Target player draws two cards. Flashback—{1}{U}, Pay 3 life. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Enchantment — Aura
Enchant creature Enchanted creature has base power and toughness 0/4, has defender, loses all other abilities, and is a blue Wall in addition to its other colors and types.
Creature — Goblin Warrior
Menace At the beginning of your end step, if you descended this turn, put a +1/+1 counter on this creature. (You descended if a permanent card was put into your graveyard from anywhere.)
Creature — Homarid Mercenary
Whenever you commit a crime, each opponent mills three cards. This ability triggers only once each turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
Sorcery
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. Flashback {4}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Creature — Merfolk Shaman
Whenever you cast a noncreature spell, put a +1/+1 counter on this creature.
Creature — Merfolk Warrior
Whenever another Merfolk you control enters, put a +1/+1 counter on target Merfolk you control.
Creature — Merfolk Scout
Whenever this creature deals combat damage to a player or battle, surveil 1, then you may return a land card from your graveyard to the battlefield tapped. (To surveil 1, look at the top card of your library. You may put that card into your graveyard.)
Creature — Homarid
Trample At the beginning of your upkeep, sacrifice this creature unless you mill two cards. {U}: This creature gains shroud until end of turn and doesn't untap during your next untap step. Tap this creature. (A creature with shroud can't be the target of spells or abilities.)
Creature — Merfolk Wizard
Inspired — Whenever this creature becomes untapped, target creature an opponent controls gets -3/-0 until end of turn.
Creature — Merfolk Wizard
Flash When this creature enters, untap each other Merfolk you control. As long as you attacked with three or more Merfolk this turn, Merfolk you control get +1/+0.
Creature — Elf Warrior
Vigilance (Attacking doesn't cause this creature to tap.) {5}{G}, {T}: Draw a card. This ability costs {1} less to activate for each +1/+1 counter on creatures you control.
Creature — Zombie
Pay 2 life: Regenerate this creature.
Creature — Wolverine
Whenever this creature becomes blocked, it gets +2/+0 until end of turn.
Instant
Choose one — • Counter target artifact or enchantment spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard. • Counter target activated or triggered ability.
Enchantment — Aura
Enchant creature Prevent all damage that would be dealt by enchanted creature.
Instant
Distribute three +1/+1 counters among one, two, or three target creatures you control.
Instant
Prevent all combat damage that would be dealt to players this turn.
Instant
Destroy target creature without flying.
Creature — Elf
Trample
Creature — Hippo
When this creature enters, put two -1/-1 counters on target creature you control. Whenever you put one or more -1/-1 counters on this creature, remove a -1/-1 counter from another target creature you control.
Creature — Aetherborn Artificer
Sacrifice an artifact or creature: Put a +1/+1 counter on this creature. Activate only as a sorcery.
Instant
Target creature gets +1/+0 until end of turn. Draw a card.
Creature — Human Survivor
Survival — At the beginning of your second main phase, if this creature is tapped, manifest dread. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.)
Sorcery
Defibrillating Current deals 4 damage to target creature or planeswalker and you gain 2 life.
Sorcery
Return target creature card from your graveyard to the battlefield. That creature explores, then it explores again. (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 that creature, then put the card back or put it into your graveyard. Then repeat this process.)
Creature — Human Soldier
Provoke (Whenever this creature attacks, you may have target creature defending player controls untap and block it if able.) {1}{W}: Prevent all combat damage that would be dealt to and dealt by this creature this turn.
Sorcery
Return target creature card from your graveyard to the battlefield. If it's an Angel, put two +1/+1 counters on it.
Instant
Target creature gains flying until end of turn. Flashback {U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Enchantment
As this enchantment enters, choose a planeswalker type. Planeswalkers you control of the chosen type have hexproof. As long as you control a creature, if damage dealt to a planeswalker you control of the chosen type would result in all loyalty counters on it being removed, instead all but one of those counters are removed.
Instant
Scry 2, then draw a card.