Pleasant Hills, PA
Cards Tracked
8887
In Stock
8887
Rating
—
Inventory last scanned: 6/16/2026, 6:13:08 PM
Enchantment
Hideaway 5 (When this enchantment enters, look at the top five cards of your library, exile one face down, then put the rest on the bottom in a random order.) At the beginning of your upkeep, you may mill three cards. Then if there are twenty or more cards in your graveyard, you may play the exiled card without paying its mana cost.
Creature — Merfolk Scout
When this creature enters, it 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 this creature, then put the card back or put it into your graveyard.)
Instant
Counter target spell unless its controller pays {1}. Cycling {U} ({U}, Discard this card: Draw a card.)
Creature — Centaur
Haste Threshold — As long as there are seven or more cards in your graveyard, this creature has "When this creature enters, creatures you control get +1/+1 and gain trample until end of turn."
Creature — Plant Centaur
Trample This creature enters with a number of +1/+1 counters on it equal to the number of land cards in all graveyards. Whenever a land card is put into a graveyard from anywhere, you may pay {G}{G}. If you do, return this card from your graveyard to your hand.
Instant
Target creature you control gains protection from the color of your choice until end of turn. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Enchantment — Room // Enchantment — Room
Land
{T}: Add {U}. This land deals 1 damage to you. Threshold — {U}, {T}, Sacrifice this land: Target player draws three cards, then discards three cards. Activate only if there are seven or more cards in your graveyard.
Creature — Octopus Rogue
This creature can't be blocked. At the beginning of combat on your turn, you may have this creature become a copy of another target creature until end of turn, except it's 1/4 and has "This creature can't be blocked."
Creature — Octopus Wizard
Whenever this creature becomes the target of a spell or ability, mill three cards. {2}{U}, {T}: Prevent all combat damage that would be dealt to and dealt by target creature you control this turn.
Creature — Octopus Wizard
When this creature enters, surveil 3. (Look at the top three cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) Threshold — This creature can't be blocked as long as there are seven or more cards in your graveyard.
Creature — Octopus Rogue
{T}: Target player draws a card, then discards a card.
Artifact Creature — Phyrexian Squid
Flying Cephalopod Sentry's power is equal to the number of artifacts you control.
Sorcery
Choose one — • Target opponent discards two cards. • Target opponent reveals their hand. You choose a nonland card from it. That player discards that card.
Artifact — Equipment
Equipped creature gets +2/+1 and has trample. Equip Citizen {1} Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)
Artifact — Equipment
Equipped creature gets +1/+0 and has "Whenever this creature deals combat damage, create a Blood token." (It's an artifact with "{1}, {T}, Discard a card, Sacrifice this token: Draw a card.") Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
Instant
Counter target colorless spell.
Creature — Drake
Flying Protection from red (This creature can't be blocked, targeted, dealt damage, enchanted, or equipped by anything red.) Sacrifice this creature: Counter target spell that targets you.
Creature — Sphinx
Flying {U}: This creature's owner shuffles it into their library.
Enchantment
At the beginning of your upkeep, if you control a red or green permanent, draw a card, then discard a card. If you control a red permanent and a green permanent, instead draw two cards, then discard a card.
Creature — Devil
Animate Chains — When this creature enters, each player sacrifices a nontoken creature of their choice.
Legendary Creature — Human Minion
All Nightmares get +1/+1. {B}{B}{B}, Pay 3 life: Put target creature card from a graveyard onto the battlefield under your control. That creature is black and is a Nightmare in addition to its other creature types. When Chainer leaves the battlefield, exile all Nightmares.
Artifact Creature — Equipment Insect
Whenever this creature or equipped creature attacks, it gets +2/+0 until end of turn. Reconfigure {2} ({2}: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
Sorcery
Destroy target noncreature permanent. Then that permanent's controller may copy this spell and may choose a new target for that copy.
Sorcery
Chain Reaction deals X damage to each creature, where X is the number of creatures on the battlefield.
Instant
Target creature gets -4/-0 until end of turn. Scry 2.
Enchantment
Whenever one or more creature cards leave your graveyard, create a 2/2 white and blue Detective creature token, then investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Artifact Creature — Construct
This creature enters with a +1/+1 counter on it for each color of mana spent to cast it. {X}, {T}, Remove X +1/+1 counters from this creature: It deals X damage to any target. {W}{U}{B}{R}{G}: Return this card from your graveyard to your hand.
Creature — Human Warrior
Trample Renew — {1}{G}, Exile this card from your graveyard: Put a +1/+1 counter and a trample counter on target creature. Activate only as a sorcery.
Creature — Vampire Knight
When this creature enters, you draw X cards and you lose X life, where X is the number of Vampires you control.
Creature — Human Warrior
Creatures with power less than this creature's power can't block creatures you control. Whenever another creature you control enters, put a +1/+1 counter on this creature.
Creature — Jackal Warrior
You may exert this creature as it attacks. When you do, you may put a creature card from your hand onto the battlefield. (An exerted creature won't untap during your next untap step.)
Creature — Human Warrior
Trample This creature gets +2/+2 for each Aura and Equipment attached to it.
Creature — Human Soldier
Whenever another Human you control enters, put a +1/+1 counter on this creature.
Creature — Goblin Berserker
As an additional cost to cast this spell, behold a Goblin and exile it. (Exile a Goblin you control or a Goblin card from your hand.) Pay 1 life, Blight 2: Target opponent blights 2. Activate only as a sorcery. When this creature leaves the battlefield, return the exiled card to its owner's hand.
Token Creature — Zombie Snake Wizard
When this token enters, you may draw cards equal to its power. If you do, discard two cards.
Creature — Human Soldier
When this creature enters, you become the monarch. At the beginning of combat on each opponent's turn, if you're the monarch, that opponent may pay {X}, where X is the number of cards in their hand. If they don't, they can't attack you this combat.
Enchantment
Whenever you win a coin flip, put a luck counter on this enchantment. At the beginning of your upkeep, if this enchantment has ten or more luck counters on it, you win the game.
Creature — Faerie Advisor
Flying Whenever you cast an Adventure spell, you may copy it. You may choose new targets for the copy.
Creature — Elf Warrior
Whenever you scry, put a +1/+1 counter on this creature. This ability triggers only once each turn.
Legendary Creature — Human Rogue
{R}{R}{R}, {T}: Destroy target artifact creature.
Legendary Planeswalker — Chandra
+2: Add {R}{R}{R}. Exile the top three cards of your library. Choose one. You may play that card this turn. +1: Create a token that's a copy of target creature you control, except it has haste and "At the beginning of the end step, sacrifice this token." −4: Chandra deals 8 damage divided as you choose among any number of target creatures and/or planeswalkers.
Legendary Planeswalker — Chandra
+1: Discard your hand, then exile the top three cards of your library. Until end of turn, you may play cards exiled this way. +1: Chandra deals 2 damage to any target. −9: Search your graveyard and library for any number of red instant and/or sorcery cards, exile them, then shuffle. You may cast them this turn. Add six {R}.
Creature — Elemental Cat
{T}: Add {R}. Spend this mana only to cast an Elemental spell or a Chandra planeswalker spell.
Creature — Elemental Dog
{T}: This creature deals 1 damage to target player or planeswalker.
Creature — Elemental Lizard
Whenever a source you control deals noncombat damage to an opponent, this creature gets +1/+0 and gains double strike until end of turn. (It deals both first-strike and regular combat damage.)
Creature — Elemental
Flying Whenever an opponent is dealt noncombat damage, this creature gets +3/+0 until end of turn.
Sorcery
Until end of turn, any time you could activate a mana ability, you may pay 1 life. If you do, add {C}.
Sorcery
Channeled Dragonfire deals 2 damage to any target. Harmonize {5}{R}{R} (You may cast this card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by {X}, where X is its power. Then exile this spell.)
Instant
As an additional cost to cast this spell, discard X cards. Target player draws X cards. Channeled Force deals X damage to up to one target creature or planeswalker.
Creature — Human Druid
When this creature enters, put three -1/-1 counters on target creature you control. {T}, Remove a -1/-1 counter from this creature: Add one mana of any color.
Instant
Choose one — • Destroy target Wall. • Chaos Charm deals 1 damage to target creature. • Target creature gains haste until end of turn.
Instant
Exile any number of target creatures controlled by different players. For each creature exiled this way, its controller reveals cards from the top of their library until they reveal a creature card, puts that card onto the battlefield, then puts the rest on the bottom of their library in a random order.
Artifact
{4}, {T}: Target opponent exiles cards from the top of their library until they exile an instant or sorcery card. You may cast that card without paying its mana cost. Then put the exiled cards that weren't cast this way on the bottom of that library in a random order.
Instant
The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.
Sorcery
Exile up to one target artifact, up to one target creature, up to one target enchantment, up to one target planeswalker, and/or up to one target land. For each permanent exiled this way, its controller reveals cards from the top of their library until they reveal a card that shares a card type with it, puts that card onto the battlefield, then shuffles.