Pleasant Hills, PA
Cards Tracked
8887
In Stock
8887
Rating
—
Inventory last scanned: 6/16/2026, 6:13:08 PM
Artifact Creature — Golem
Trample When this creature dies, you gain life equal to its power.
Sorcery
Boulder Dash deals 2 damage to any target and 1 damage to any other target.
Creature — Human Ranger
At the beginning of combat on your turn, if you control a creature with power 4 or greater, you may discard a card. If you do, draw a card.
Enchantment — Aura
Enchant permanent Enchanted permanent can't attack, block, or crew Vehicles, and its activated abilities can't be activated unless they're mana abilities.
Creature — Wolf
Flash Reach
Legendary Creature — Kirin Spirit
Flying Whenever you cast a Spirit or Arcane spell, you may gain life equal to that spell's mana value.
Land
{T}: Add {C}. {T}, Sacrifice this land: Search your library for a basic Forest, Island, or Mountain card, put it onto the battlefield tapped, then shuffle. Cycling {G}{U}{R} ({G}{U}{R}, Discard this card: Draw a card.)
Creature — Human Soldier
Vigilance {T}, Sacrifice this creature: Destroy target legendary permanent that's an artifact, creature, or enchantment.
Sorcery
Reveal the top six cards of your library. You may put up to one land card from among them onto the battlefield tapped and up to one Elf card from among them into your hand. Put the rest on the bottom of your library in a random order.
Instant
You may exile a green card from your hand rather than pay this spell's mana cost. Distribute three +1/+1 counters among one, two, or three target creatures. For each +1/+1 counter you put on a creature this way, remove a +1/+1 counter from that creature at the beginning of the next cleanup step.
Enchantment
At the beginning of your first main phase, remove all flood counters from this enchantment. If no counters were removed this way, put a flood counter on this enchantment and draw a card. Otherwise, add {C}{G}{U}.
Legendary Creature — Human Minion
At the beginning of each player's upkeep, that player sacrifices an artifact, creature, or land of their choice.
Enchantment — Saga
Read ahead (Choose a chapter and start with that many lore counters. Add one after your draw step. Skipped chapters don't trigger. Sacrifice after III.) I — You may sacrifice a creature. If you do, each opponent discards a card. II — Return target creature card from your graveyard to your hand. III — Target opponent may sacrifice a nonland, nontoken permanent of their choice. If they don't, they lose 2 life and you draw a card.
Artifact
{1}, {T}: Put a charge counter on this artifact, then you may cast an instant or sorcery spell with mana value equal to the number of charge counters on this artifact from your hand without paying its mana cost. {3}, {T}, Remove X charge counters from this artifact: Scry X.
Enchantment Creature — Insect
When this creature enters, target opponent reveals their hand and you choose a nonland card from it. Exile that card until this creature leaves the battlefield.
Artifact
{2}, {T}, Sacrifice this artifact: Draw three cards, then put two cards from your hand on top of your library in any order.
Instant
Draw three cards, then put two cards from your hand on top of your library in any order.
Creature — Mouse Soldier
At the beginning of combat on your turn, target creature you control gets +X/+0 until end of turn, where X is this creature's power.
Creature — Raccoon Warrior
Whenever you expend 4, Raccoons you control get +1/+1 and gain vigilance until end of turn. (You expend 4 as you spend your fourth total mana to cast spells during a turn.)
Creature — Phyrexian Elf Scout
Toxic 2 (Players dealt combat damage by this creature also get two poison counters.)
Land
{T}: Add {C}. Disguise {3} (You may cast this card face down for {3} as a 2/2 creature with ward {2}. Turn it face up any time for its disguise cost.) When this land is turned face up, add two mana of any one color. Until end of turn, you don't lose this mana as steps and phases end.
Creature — Halfling Peasant
When this creature enters or leaves the battlefield, create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.")
Artifact Creature — Golem
As this creature enters, choose a creature type. When this creature enters, reveal the top four cards of your library. Put all creature cards of the chosen type revealed this way into your hand and the rest on the bottom of your library in any order. Creatures of the chosen type get +1/+1.
Artifact — Equipment
When you cast this spell, copy it. (The copy becomes a token.) Equipped creature has double strike as long as two or more Equipment are attached to it. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Sorcery
For each land you control, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
Artifact Creature — Chimera
First strike Sacrifice this creature: Put a +2/+2 counter on target Chimera creature. It gains first strike. (This effect lasts indefinitely.)
Sorcery
Bargain (You may sacrifice an artifact, enchantment, or token as you cast this spell.) If this spell was bargained, target land you control becomes a 3/3 Elemental creature with haste that's still a land. Search your library for a basic land card, reveal it, put it into your hand, then shuffle.
Creature — Orc Pirate
Whenever this creature attacks while you control two or more artifacts, it gets +2/+1 until end of turn.
Creature — Raccoon Rogue
First strike Whenever this creature attacks, add {R}. Until end of turn, you don't lose this mana as steps and phases end.
Creature — Dwarf Shaman
Whenever you roll one or more dice, this creature deals 1 damage to each opponent.
Creature — Gremlin
Haste (This creature can attack and {T} as soon as it comes under your control.)
Creature — Elf Shaman
Vigilance When this creature dies, look at the top five cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Enchantment
When this enchantment enters, exile cards from the top of your library until you exile a nonland card. You may cast it without paying its mana cost if that spell's mana value is 8 or less. If you don't, put that card into your hand. When a Dragon you control enters, return this enchantment to its owner's hand.
Creature — Horse Fish
Flash (You may cast this spell any time you could cast an instant.) When this creature enters, untap another target creature you control.
Instant
Choose one — • Exile target artifact. • Exile target enchantment. • 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 // Sorcery
Sorcery
Target creature an opponent controls deals damage equal to its power to another target creature that player controls. The Ring tempts you.
Sorcery
You may cast this spell as though it had flash if you pay {2} more to cast it. (You may cast it any time you could cast an instant.) Simultaneously untap all tapped creatures and tap all untapped creatures.
Instant
Destroy target enchantment. If a permanent you controlled or a token was destroyed this way, draw a card.
Sorcery
Draw four cards, then choose X cards in your hand and discard the rest.
Creature — Spirit Knight
Flying, lifelink Whenever this creature or another creature you control enters, if that creature entered from a graveyard or you cast it from a graveyard, put a +1/+1 counter on this creature.
Enchantment
You may cast Spirit spells as though they had flash. Whenever you cast a creature spell during an opponent's turn, tap up to one target creature.
Enchantment
If a player would draw a card, instead they draw a card and reveal it. If it's a creature card, that player discards it unless they pay 3 life.
Instant
Breath Weapon deals 2 damage to each non-Dragon creature.
Enchantment
Whenever a creature you control with a +1/+1 counter on it deals combat damage to a player, you may draw a card.
Legendary Creature — Goblin Pirate
Menace Whenever you cast your second spell each turn, you may sacrifice an artifact. If you do, flip a coin. When you win the flip, copy that spell. You may choose new targets for the copy. When you lose the flip, Breeches deals damage equal to that spell's mana value to any target.
Land — Forest Island
({T}: Add {G} or {U}.) As this land enters, you may pay 2 life. If you don't, it enters tapped.
Legendary Creature — Bird Warlock
Flying Whenever a player attacks one of your opponents, if that opponent has more life than another of your opponents, that attacking player draws a card and you put two +1/+1 counters on a creature you control.
Land
This land enters tapped. {T}: Add {G}. {G}{W}{W}, {T}, Sacrifice this land: Put a +1/+1 counter on each of up to two target creatures you control. They gain vigilance and lifelink until end of turn. Activate only as a sorcery.
Artifact Creature — Human Artificer
When this creature enters, create a 1/1 colorless Thopter artifact creature token with flying. {T}, Sacrifice an artifact: Choose one — • Exile the top card of your library. Until the end of your next turn, you may play that card. • Target creature gets +2/+0 until end of turn.
Creature — Human Scout
Vigilance (Attacking doesn't cause this creature to tap.) When this creature enters, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.") As long as you control a token, this creature gets +2/+0.
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1. Sacrifice this Aura: Enchanted creature gets +3/+3 until end of turn.
Sorcery
Search target opponent's library for a creature card and put that card onto the battlefield under your control. Then that player shuffles.
Creature — Weasel Soldier
First strike, lifelink