10330 Airline Hwy Ste B10, Baton Rouge, LA, 70816
Cards Tracked
5036
In Stock
5035
Rating
—
Inventory last scanned: 6/15/2026, 6:09:55 PM
Instant
Gain control of target spell that targets only a single permanent or player. Copy it, then reselect the targets at random for the spell and the copy. The new targets can't be you or a permanent you control.
Instant
Draw two cards. Jump-start (You may cast this card from your graveyard by discarding a card in addition to paying its other costs. Then exile this card.)
Legendary Creature — Human Rogue
Deathtouch At the beginning of your upkeep, if your opponents control no permanents with bounty counters on them, put a bounty counter on target creature or planeswalker an opponent controls. Whenever a permanent an opponent controls with a bounty counter on it dies, you gain 3 life and draw a card.
Legendary Creature — Avatar
Trample When Child of Alara dies, destroy all nonland permanents. They can't be regenerated.
Creature — Elemental
Trample 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 — Human Rebel Cleric
Sacrifice this creature: You gain life equal to the life you've lost this turn. (Damage causes loss of life.)
Creature — Elemental
Flying When this creature enters, tap target creature an opponent controls. It doesn't untap during its controller's next untap step.
Artifact
At the beginning of your upkeep, you may sacrifice a token. If you do, put an acorn counter on this artifact. Squirrels you control get +1/+1 for each acorn counter on this artifact. {G}, {T}: Create a 1/1 green Squirrel creature token.
Instant
Tap up to four target creatures. Cycling {1}{U} ({1}{U}, Discard this card: Draw a card.) When you cycle this card, you may tap target creature.
Legendary Creature — Dryad
Forestwalk (This creature can't be blocked as long as defending player controls a Forest.) As an additional cost to cast creature spells, you may pay any amount of mana. If you do, that creature enters with that many additional +1/+1 counters on it.
Artifact
{1}, {T}, Sacrifice this artifact: Add one mana of any color. Draw a card.
Artifact
{1}, {T}, Sacrifice this artifact: Add one mana of any color. When this artifact is put into a graveyard from the battlefield, draw a card.
Artifact Creature — Cat
When this creature enters, scry 1.
Creature — Crab Beast
Morph {4}{U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When this creature is turned face up, you may exchange control of target creature you control and target creature an opponent controls.
Creature — Beast Horror Spirit
Fathomless descent — When this creature enters, target creature an opponent controls gets -X/-X until end of turn, where X is the number of permanent cards in your graveyard.
Land — Mountain Forest
({T}: Add {R} or {G}.) This land enters tapped unless you control two or more basic lands.
Enchantment
Whenever an opponent casts a noncreature spell, this enchantment deals 1 damage to that player. {1}, Sacrifice this enchantment: Destroy target artifact or enchantment. This enchantment deals 2 damage to that permanent's controller.
Enchantment
When this enchantment enters, exile target creature an opponent controls with mana value 3 or less until this enchantment leaves the battlefield. Whenever an opponent casts a Vampire spell with the same name as a card exiled with this enchantment, you gain 2 life.
Enchantment
{2}: The next time an artifact source of your choice would deal damage to you this turn, prevent that damage.
Enchantment
{1}: The next time a blue source of your choice would deal damage to you this turn, prevent that damage.
Enchantment
{1}: The next time a green source of your choice would deal damage to you this turn, prevent that damage.
Enchantment
{1}: The next time a red source of your choice would deal damage to you this turn, prevent that damage.
Enchantment
As this enchantment enters, choose Khans or Dragons. • Khans — At the beginning of combat on your turn, put two +1/+1 counters on target creature you control. • Dragons — At the beginning of combat on each opponent's turn, tap target creature that player controls.
Creature — Human Druid
Kicker {2}{G} (You may pay an additional {2}{G} as you cast this spell.) When this creature enters, if it was kicked, draw two cards.
Enchantment
When this enchantment enters, exile target creature or planeswalker an opponent controls until this enchantment leaves the battlefield.
Enchantment
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.) If a source you control would deal damage to a permanent or player, it deals triple that damage instead.
Creature — Human Citizen
Whenever this creature attacks, untap target creature or land.
Creature — Elephant Soldier
When this creature enters, creatures you control get +1/+1 until end of turn.
Creature — Cat Citizen
Whenever this creature attacks, you may tap another untapped Citizen you control. If you do, this creature gets +1/+0 and gains lifelink until end of turn.
Sorcery
Gain control of target creature with mana value 3 or less until end of turn. Untap that creature. It gains haste until end of turn.
Enchantment Creature — Horror
Whenever this creature attacks, another target attacking creature can't be blocked this turn.
Creature — Human Shaman
{1}{R}, {T}: Target creature can't block this turn. {2}{G}, {T}: Target land you control becomes a 4/4 Elemental creature with haste until end of turn. It's still a land.
Creature — Spirit
Whenever you cast your second spell each turn, create a 1/1 white Spirit creature token with flying.
Sorcery
Choose five permanents you control. For each of those permanents, you may search your library for a card with the same name as that permanent. Put those cards onto the battlefield tapped, then shuffle.
Instant
Counter target spell unless its controller pays {X}.
Sorcery
Choose one — • Destroy all creatures. • Destroy all artifacts and enchantments.
Creature — Human Citizen
When this creature enters, choose one — • Destroy target artifact. • Destroy target enchantment. • Exile target card from a graveyard. • You gain 4 life.
Instant
Target creature you control gets +1/+1 until end of turn. It deals damage equal to its power to target creature you don't control.
Creature — Sliver
Sliver creatures you control get +2/+0.
Creature — Human Cleric
When this creature enters, you gain 2 life for each creature you control named Cleric of the Forward Order.
Land
This land enters tapped unless you control a Mountain or a Plains. {T}: Add {R} or {W}.
Instant
Exile target card from a graveyard. If it was a creature card, you gain 3 life. Otherwise, you draw a card. Escape—{3}{B}, Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Artifact Creature — Wall
Defender {2}{W}, {T}: Tap target creature.
Creature — Shapeshifter
You may have this creature enter as a copy of any creature on the battlefield.
Creature — Sliver
All Slivers have "{2}: Regenerate this permanent."
Creature — Moogle
Flying When this creature enters, put a +1/+1 counter on target creature. Plainscycling {2} ({2}, Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.)
Creature — Human Pilot
Mounts and Vehicles you control get +1/+1. This creature saddles Mounts and crews Vehicles as though its power were 2 greater.
Artifact Creature — Equipment Kirin
Flying Equipped creature has flying and "You can't lose the game and your opponents can't win the game." Reconfigure {5} ({5}: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
Creature — Elemental
Flash Reach When this creature enters, it deals 2 damage to each creature with flying and each player. Evoke {2}{G}{G} (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
Sorcery
Create two 1/1 white Clown Robot artifact creature tokens, then roll a six-sided die. If the result is equal to or less than the number of Robots you control, create a 1/1 white Clown Robot artifact creature token.
Artifact
{T}: Add one mana of any color. {T}: Put a charge counter on this artifact. At the beginning of your first main phase, remove all charge counters from this artifact. Add one mana of any color for each charge counter removed this way.