3719 Magazine St., New Orleans, LA, 70115
Cards Tracked
9303
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9300
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Inventory last scanned: 6/14/2026, 6:12:36 PM
Creature — Angel Advisor
Affinity for Citizens (This spell costs {1} less to cast for each Citizen you control.) Flying
Creature — Angel Spirit
Flying {T}: Target attacking or blocking creature gets +1/+1 until end of turn.
Creature — Angel
Flying Whenever this creature becomes the target of a spell or ability, this creature gets +0/+3 until end of turn.
Creature — Angel Soldier
Flying When this creature enters, put a +1/+1 counter on each of up to two other target creatures.
Enchantment
Whenever a creature is put into your graveyard from the battlefield, you may sacrifice this enchantment. If you do, return that card to the battlefield.
Creature — Wall
Defender (This creature can't attack.) Flying
Creature — Angel
Flying Delirium — Whenever this creature deals damage, if there are four or more card types among cards in your graveyard, exile target creature an opponent controls.
Creature — Angel
Flying When this creature enters, exile target player's graveyard.
Creature — Angel
Flying At the beginning of your upkeep, return target Spirit card from your graveyard to your hand.
Creature — Angel
Flying When this creature enters, you gain 3 life.
Creature — Angel
Flash; convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Flying When this creature enters, prevent the next 5 damage that would be dealt this turn to any number of targets, divided as you choose.
Creature — Angel
Flying When this creature enters, creatures you control get +1/+1 and gain vigilance until end of turn.
Creature — Angel
Flying Cycling {2} ({2}, Discard this card: Draw a card.)
Artifact Creature — Angel
Flying When this creature enters, exile up to two target artifacts and/or enchantments. Plainscycling {2} ({2}, Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.)
Artifact
Whenever a creature you control enters, you may have this artifact become a 3/3 white Angel artifact creature with flying until end of turn.
Sorcery
Anger of the Gods deals 3 damage to each creature. If a creature dealt damage this way would die this turn, exile it instead.
Creature — Drake
Flying When this creature enters, you may return target creature to its owner's hand.
Sorcery
Choose one — • Target player sacrifices an artifact of their choice. • Target player sacrifices a creature of their choice. • Target player sacrifices a planeswalker of their choice.
Creature — Human Citizen
Trample Whenever you cast a spell with mana value 4 or greater, this creature deals 1 damage to each opponent. {5}{R}: Put two +1/+1 counters on this creature. Activate only as a sorcery.
Creature — Human
An-Havva Constable's toughness is equal to 1 plus the number of green creatures on the battlefield.
Sorcery
You gain X plus 1 life, where X is the number of green creatures on the battlefield.
Land
{T}: Add {C}. {1}, {T}: Add {G}. {2}, {T}: Add {R} or {W}.
Instant
Until end of turn, target land becomes a 3/3 creature that's still a land.
Creature — Faerie // Sorcery — Adventure
Creature — Faerie // Sorcery — Adventure
Sorcery
This spell costs {2} less to cast if it targets a legendary creature you control. Target creature you control deals damage equal to twice its power to target creature or planeswalker you don't control.
Sorcery
This spell costs {2} less to cast if it targets a legendary creature you control. Target creature you control deals damage equal to twice its power to target creature or planeswalker you don't control.
Sorcery
This spell costs {2} less to cast if it targets a legendary creature you control. Target creature you control deals damage equal to twice its power to target creature or planeswalker you don't control.
Creature — Snake
Deathtouch
Artifact Creature — Phyrexian Cleric
Toxic 1 (Players dealt combat damage by this creature also get a poison counter.) When this creature enters, exile target artifact or creature an opponent controls with mana value 3 or less until this creature leaves the battlefield.
Instant
Destroy target nonblack creature. It can't be regenerated. Draw a card.
Instant
Annihilating Fire deals 3 damage to any target. If a creature dealt damage this way would die this turn, exile it instead.
Sorcery
As an additional cost to cast this spell, pay {4} or sacrifice an artifact or creature. Destroy target creature or planeswalker.
Creature — Dinosaur
Reach, trample 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.)
Instant
Counter target artifact or enchantment spell.
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.) Prevent the next 3 damage that would be dealt to target creature this turn.
Creature — Vampire Cleric
At the beginning of combat on your turn, you may have target Vampire get +2/+0 until end of turn.
Creature — Human Cleric
{T}: Target attacking creature gets +1/+1 until end of turn.
Token Creature — Zombie Human Cleric
Whenever a creature token enters the battlefield under your control, you gain 1 life.
Instant
Exile target creature if it has mana value 3 or less. Corrupted — Exile that creature instead if its controller has three or more poison counters.
Instant
You may mill two cards. Then return up to two creature cards from your graveyard to your hand. (To mill two cards, put the top two cards of your library into your graveyard.)
Sorcery
Exile any number of creatures you control, then return them to the battlefield under their owner's control. Then repeat this process X more times.
Enchantment
Whenever a creature you control enters, you gain 1 life. If this enchantment isn't a creature, it becomes a 3/3 Angel creature with flying in addition to its other types until end of turn.
Instant
Target creature gets +4/+3 until end of turn.
Legendary Creature — Human Warrior
Heroic — Whenever you cast a spell that targets Anthousa, up to three target lands you control each become 2/2 Warrior creatures until end of turn. They're still lands.
Creature — Insect
Reach When this creature enters, you may discard a card or pay {2}. When you do, destroy target Room.
Instant
Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
Instant
Counter target creature or planeswalker spell unless its controller pays {2}. If an opponent has eight or more cards in their graveyard, instead counter that spell, then scry 2.
Creature — Frog Beast
Protection from black At the beginning of your upkeep, sacrifice this creature unless you put a card from your graveyard on the bottom of your library.
Artifact Creature — Bird
Flying First strike (This creature deals combat damage before creatures without first strike.)
Legendary Enchantment Creature — Harpy
Flying At the beginning of your end step, you may exile an enchantment card from your graveyard. If you do, create a 2/2 black Zombie creature token.
Creature — Demon
Flying Apocalypse Demon's power and toughness are each equal to the number of cards in your graveyard. At the beginning of your upkeep, tap this creature unless you sacrifice another creature.
Creature — Phyrexian Angel
Flying Corrupted — As long as an opponent has three or more poison counters, this creature has double strike.
Instant
({W/P} can be paid with either {W} or 2 life.) Target artifact or creature you control gains protection from artifacts or from the color of your choice until end of turn.
Creature — Elephant
Vigilance (Attacking doesn't cause this creature to tap.) When this creature enters, choose one — • Put two +1/+1 counters on target creature you control. • You gain 4 life.
Sorcery // Sorcery
Enchantment Creature — Horror
Flash Whenever this creature attacks, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Instant
Destroy target artifact or enchantment. You gain 2 life.
Instant
Choose one or both — • Target creature gets +1/+1 until end of turn. • Return target creature to its owner's hand.
Creature — Human Wizard
{U}, {T}: Add {C}{C}{C}.