Pleasant Hills, PA
Cards Tracked
8945
In Stock
8945
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Inventory last scanned: 6/27/2026, 6:12:52 PM
Creature — Human Knight
{T}, Pay 1 life: Counter target white spell.
Creature — Vampire Rogue
At the beginning of your end step, if an opponent lost life this turn, put a +1/+1 counter on target Vampire you control.
Creature — Vampire Soldier
When this creature enters, put a +1/+1 counter on another target Vampire you control.
Creature — Vampire Noble
This creature can't be blocked by Humans. Whenever this creature deals combat damage to a player, put a +1/+1 counter on it.
Creature — Orc Pirate
Raid — When this creature enters, if you attacked this turn, exile the top two cards of your library. Choose one of them. Until the end of your next turn, you may play that card.
Enchantment
Kicker {G} and/or {W} (You may pay an additional {G} and/or {W} as you cast this spell.) When this enchantment enters, you gain 3 life for each time it was kicked. Whenever one or more creatures you control deal combat damage to a player, you may reveal the top card of your library and put it into your hand. If you do, you lose life equal to its mana value.
Sorcery
Destroy all artifacts, then Structural Assault deals damage to each creature equal to the number of artifacts that were put into graveyards from the battlefield this turn.
Sorcery
Put a +1/+1 counter on target creature you control. Then that creature fights up to one target creature you don't control. (Each deals damage equal to its power to the other.) Foretell {G} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Creature — Badger Beast Mount
Whenever this creature becomes saddled for the first time each turn, mill two cards, then this creature gets +X/+X until end of turn, where X is the number of creature cards in your graveyard. Saddle 2 (Tap any number of other creatures you control with total power 2 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.)
Enchantment — Aura
Flash Enchant artifact or creature When this Aura enters, tap enchanted permanent. Enchanted permanent doesn't untap during its controller's untap step and its activated abilities can't be activated.
Land
{T}: Add {C}. {1}, {T}: Add one mana of any color. When you spend this mana to cast your commander, scry X, where X is the number of times it's been cast from the command zone this game.
Instant
Target creature can't block this turn. Draw a card.
Enchantment — Aura
Flash Enchant creature When this Aura enters, tap enchanted creature and remove it from combat. As long as enchanted creature isn't legendary, it doesn't untap during its controller's untap step.
Sorcery
Target player chooses three cards from their hand and puts them on top of their library in any order.
Creature — Spirit
Flying Sturmgeist's power and toughness are each equal to the number of cards in your hand. Whenever this creature deals combat damage to a player, draw a card.
Legendary Creature — Human Shaman
Haste {1}: Another target creature with power 2 or less can't be blocked this turn. {1}{R}, {T}, Discard your hand: Until end of turn, whenever a creature you control with power 2 or less deals combat damage to a player, draw a card.
Instant
Choose one or more — • Counter target spell. • Counter target activated or triggered ability. • Return target nonland permanent to its owner's hand. • Create a token that's a copy of target creature you control. • Target player draws a card.
Sorcery
Undaunted (This spell costs {1} less to cast for each opponent.) Destroy all creatures.
Land
This land enters tapped. {T}: Add {U} or {B}.
Artifact — Vehicle
Whenever this Vehicle attacks, target creature that crewed it this turn 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 that creature, then put the card back or put it into your graveyard.) Crew 1
Instant
Choose one or both — • Target creature gets -1/-1 until end of turn. • Put a +1/+1 counter on target creature.
Artifact — Vehicle
When this Vehicle enters, you may pay {G}. If you do, search your library for a basic land card, reveal it, put it into your hand, then shuffle. Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
Instant
You draw two cards and you lose 2 life.
Instant
Tap one or two target creatures an opponent controls. Put a stun counter on each of them. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Artifact Creature — Construct
Vigilance Ward {4} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {4}.) When this creature dies, add eight {C}. Until end of turn, you don't lose this mana as steps and phases end.
Instant
Target creature gets +2/+0 and gains first strike until end of turn. Create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
Instant
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) Target player sacrifices a creature of their choice.
Instant
Sudden Impact deals damage to target player equal to the number of cards in that player's hand.
Instant
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) Sudden Shock deals 2 damage to any target.
Instant
Target creature gets +1/+3 until end of turn. Put a reach counter on it. Untap it.
Instant
Creatures your opponents control get -1/-1 until end of turn. Cycling {2} ({2}, Discard this card: Draw a card.)
Instant
Target creature gets +3/+0 until end of turn. Draw a card.
Snow Land — Swamp Mountain
({T}: Add {B} or {R}.) This land enters tapped.
Land
{T}: Add {C}. {T}: Add {B} or {R}. This land deals 1 damage to you.
Land
This land enters tapped. {T}: Add {B}. {T}, Sacrifice this land: Add {U}{R}.
Enchantment
At the beginning of your upkeep, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Artifact
{T}: Add {B}, {G}, or {U}. {B}{G}{U}, {T}, Sacrifice this artifact: Draw a card.
Creature — Zombie Snake Druid
Deathtouch {1}: Add {B}, {G}, or {U}. Activate only once each turn.
Artifact
When this artifact enters, search your library for a basic Swamp, Forest, or Island card, reveal it, put it into your hand, then shuffle. {2}{B}{G}{U}, {T}, Sacrifice this artifact: Create two 2/2 black Zombie Druid creature tokens. Activate only as a sorcery.
Instant
Exile all other spells and counter all abilities.
Creature — Yeti
Reach When this creature enters, target creature can't block this turn.
Enchantment Creature — Saga Horror
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I, II, III — Pain — You draw a card and you lose 1 life. IV — Oblivion — Each opponent sacrifices a creature of their choice and loses 3 life. Menace
Enchantment Creature — Saga Knight
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Chain — Exile the top card of your library. During any turn you put a lore counter on this Saga, you may play that card. II, III — Gestalt Mode — When you next cast a creature spell this turn, it gains haste until end of turn.
Enchantment Creature — Saga Bird Moogle
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I, II, III, IV — Stampede! — Other creatures you control get +1/+0 until end of turn.
Artifact — Book Equipment
Job select Equipped creature is a Shaman in addition to its other types and has "Whenever this creature attacks, you may put a creature card from your hand onto the battlefield. If that card is an enchantment card, it enters tapped and attacking." Abraxas — Equip {3}
Enchantment Creature — Saga Wizard
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Judgment Bolt — This creature deals damage equal to the number of noncreature, nonland cards in your graveyard to target creature an opponent controls. II, III — Wizards you control get +1/+0 until end of turn.
Enchantment Creature — Saga Bird
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I — Wark — Create a 2/2 green Bird creature token with "Whenever a land you control enters, this token gets +1/+0 until end of turn." II, III, IV — Kerplunk — Creatures you control gain trample until end of turn.
Enchantment Creature — Saga Demon
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I, II — You may discard a card. If you do, draw a card. III, IV — Add {R}.
Enchantment Creature — Saga Harpy
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Aerial Blast — This creature deals 4 damage to target tapped creature an opponent controls. II, III — Slipstream — Another target creature you control gets +1/+0 and gains flying until end of turn. Flying
Sorcery
You may mill three cards. Then return a creature card from your graveyard to the battlefield. (To mill a card, put the top card of your library into your graveyard.)
Enchantment Creature — Saga Drake
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I — Sonic Wings — Each opponent chooses a creature with the greatest mana value among creatures they control. Return those creatures to their owners' hands. II, III, IV — Tap up to one target creature and put a stun counter on it. Flying
Artifact
{W}, Sacrifice this artifact: You gain 5 life. {1}, Sacrifice this artifact: Draw a card.