Pleasant Hills, PA
Cards Tracked
8888
In Stock
8888
Rating
—
Inventory last scanned: 6/21/2026, 6:11:10 PM
Sorcery
Return all nonland permanents with mana value X or less to their owners' hands.
Creature — Cat Beast
When this creature enters, venture into the dungeon. (Enter the first room or advance to the next room.) Displacement — {3}{U}: Return this creature to its owner's hand.
Instant
This spell can't be copied. Copy any number of target instant and/or sorcery spells. You may choose new targets for the copies.
Instant
Counter target instant or sorcery spell unless its controller pays {1}. Draw a card.
Sorcery
Goad all creatures you don't control. (Until your next turn, those creatures attack each combat if able and attack a player other than you if able.)
Instant
As an additional cost to cast this spell, tap an untapped artifact you control or pay {1}. Counter target spell.
Creature — Human Wizard
{T}: Counter target spell unless its controller pays {1}. Morph {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.)
Artifact Creature — Golem
Whenever this creature attacks, exile target card from an opponent's graveyard.
Artifact — Equipment
When this Equipment enters, manifest dread, then attach this Equipment to that creature. Equipped creature gets +2/+2 and has deathtouch and lifelink. Equip—Sacrifice a creature.
Instant
Counter target spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
Instant
Counter target spell. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Sorcery
Choose a creature type. Draw a card for each permanent you control of that type.
Sorcery
Search your library for a card, exile it, then shuffle. Any opponent may have you put that card into your hand. If no player does, you draw three cards.
Sorcery
Target creature gets +2/+2 and gains trample until end of turn. Madness {R} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Creature — Eldrazi Insect
Emerge {5}{B}{B} (You may cast this spell by sacrificing a creature and paying the emerge cost reduced by that creature's mana value.) When you cast this spell, target opponent reveals their hand. You choose from it a nonland card with mana value 3 or less and a card with mana value 4 or greater. That player discards those cards.
Creature — Human Wizard
Whenever another creature you control enters, you gain 1 life. {4}{W}, {T}: Exile another target creature you control, then return it to the battlefield under its owner's control.
Sorcery
Corrupted — This spell costs {2} less to cast if an opponent has three or more poison counters. Draw two cards.
Sorcery
Target player reveals their hand. You choose a nonland card from it. That player discards that card.
Sorcery
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.) Return target creature card from your graveyard to your hand.
Instant
Until end of turn, target land you control becomes a 4/4 Dinosaur creature with reach and haste. It's still a land. It must be blocked this turn if able.
Instant
Undaunted (This spell costs {1} less to cast for each opponent.) Exile two target creatures. For each of those creatures, its controller reveals cards from the top of their library until they reveal a creature card, puts that card onto the battlefield, then shuffles the rest into their library.
Instant
Counter target spell unless its controller pays {2}. If they do, you create a Lander token. (It's an artifact with "{2}, {T}, Sacrifice this token: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.")
Sorcery
Draw two cards.
Sorcery
Exile target artifact, creature, or enchantment an opponent controls. That player may put a permanent card from their hand onto the battlefield.
Sorcery
Each player chooses a creature they control. Destroy the rest. Flashback {5}{W}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Artifact — Contraption
Whenever you crank this Contraption, target player loses 2 life.
Creature — Djinn
Flying When this creature enters, roll a d20. 1—9 | Scry 1. 10—19 | Scry 2. 20 | Scry 3.
Creature — Djinn
Flying Plot {3}{U} (You may pay {3}{U} and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Creature — Djinn
Flying {T}: Exchange control of two target nonlegendary creatures. You can't activate this ability during combat.
Creature — Djinn
Flying Whenever you cast an instant or sorcery spell, choose one — • This creature gets +1/+1 until end of turn. • Exile this creature. Return it to the battlefield under its owner's control at the beginning of the next end step. • Scry 1.
Artifact Creature — Robot
This creature enters with a +1/+1 counter on it. When this creature dies, put its counters on target creature you control.
Legendary Creature — Human Scientist Villain
As long as there are eight or more cards in your graveyard, Doc Ock has base power and toughness 8/8. As long as you control another Villain, Doc Ock has hexproof. (He can't be the target of spells or abilities your opponents control.)
Artifact — Equipment
Whenever a creature you control with mana value 5 or greater enters, you may attach this Equipment to it. Equipped creature gets +4/+4. Equip {5}
Artifact Creature — Golem
If a spell or ability an opponent controls causes you to discard this card, put it onto the battlefield with two +1/+1 counters on it instead of putting it into your graveyard.
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) When this Class enters, mill two cards, draw two cards, then discard two cards. {1}{U}: Level 2 When this Class becomes level 2, return up to two target artifact cards from your graveyard to your hand. {4}{U}: Level 3 At the beginning of combat on your turn, put three +1/+1 counters on target artifact you control. If it isn't a creature, it becomes a 0/0 Robot creature in addition to its other types.
Creature — Human Rogue
When this creature enters, 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.) Whenever an opponent draws their second card each turn, you may return this card from your graveyard to your hand.
Enchantment
At the beginning of your end step, each opponent loses 1 life and you gain 1 life.
Instant
Dogpile deals damage to any target equal to the number of attacking creatures you control.
Enchantment — Aura
Flash Enchant creature As long as another player controls enchanted creature, it can't attack or block. Otherwise, this Aura has umbra armor. (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Creature — Human Citizen
Vigilance Disguise {R/W}{R/W} (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 creature is turned face up, create two tapped 1/1 white Dog creature tokens.
Creature — Ogre Ninja
Ninjutsu {3}{B} ({3}{B}, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
Creature — Human Ninja
Ninjutsu {1}{B} ({1}{B}, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.) Whenever this creature deals combat damage to a player, you may discard a creature card. When you do, destroy target creature or planeswalker that player controls.
Enchantment — Room // Enchantment — Room
Instant
Gain control of target creature with mana value X or less.
Sorcery
Put a +1/+1 counter on target creature you control. Then that creature deals damage equal to its power to target creature or planeswalker you don't control.
Legendary Creature — Human Wizard
Whenever you cast a nonlegendary creature spell with flying, you may copy it, except the copy is a 1/1 Spirit in addition to its other types. Do this only once each turn. (The copy becomes a token.)
Legendary Creature — Vampire Pirate
Each creature you control but don't own gets +2/+2, has menace and deathtouch, and is a Pirate in addition to its other types. Whenever you cast a noncreature spell you don't own, create two tapped Treasure tokens.
Legendary Creature — Mutant Ninja Turtle
Sneak {1}{U} (You may cast this spell for {1}{U} if you also return an unblocked attacker you control to hand during the declare blockers step. He enters tapped and attacking.) Whenever Donatello deals combat damage to a player, create a token that's a copy of target artifact you control.
Legendary Creature — Mutant Ninja Turtle
Flying Whenever an artifact you control enters, put a +1/+1 counter on Donatello.
Legendary Creature — Mutant Ninja Turtle
Menace Whenever Don & Raph attack, the next noncreature spell you cast this turn has affinity for artifacts. (It costs {1} less to cast for each artifact you control.)
Instant
Destroy target nonblack creature.
Creature — Human Artificer
Sculptures you control can't attack or block. At the beginning of your end step, create a colorless Sculpture artifact creature token with "This token's power and toughness are each equal to the number of Sculptures you control."
Creature — Human
When this creature dies, create a 2/2 black Zombie creature token.
Creature — Human Soldier
When this creature dies, create a 1/1 white Spirit creature token with flying.
Enchantment
At the beginning of each player's upkeep, that player sacrifices a nonland, nontoken permanent of their choice. If that player can't, they discard a card, they lose 2 life, you draw a card, you gain 2 life, you create a 2/2 white Knight creature token with vigilance, then you sacrifice this enchantment.