Pleasant Hills, PA
Cards Tracked
8888
In Stock
8888
Rating
—
Inventory last scanned: 6/21/2026, 6:11:10 PM
Creature — Zombie Warrior
When this creature enters, each player sacrifices a creature of their choice.
Creature — Insect
Deathtouch Whenever this creature attacks, another target creature you control gains deathtouch until end of turn.
Creature — Human Assassin
Whenever you sacrifice another creature, you gain 1 life and scry 1. (Look at the top card of your library. You may put that card on the bottom.) {1}, Sacrifice another creature: This creature gets +2/+2 until end of turn.
Creature — Human Warrior Ally
Vigilance Waterbend {3}: This creature has base power and toughness 5/2 until end of turn. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for {1}.)
Instant
Flick a Coin deals 1 damage to any target. You create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.") Draw a card.
Creature — Elemental
Flying When this creature enters, exile another target permanent. Return that card to the battlefield under its owner's control at the beginning of the next end step.
Instant
As an additional cost to cast this spell, sacrifice a creature. Fling deals damage equal to the sacrificed creature's power to any target.
Instant
Counter target spell unless its controller pays {4}. Create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)
Enchantment — Aura
Enchant creature As this Aura enters, choose a color. Enchanted creature has protection from the chosen color. This effect doesn't remove this Aura. Sacrifice this Aura: Target creature gains protection from the chosen color until end of turn.
Creature — Shapeshifter
Changeling (This card is every creature type.) Flash Flying When this creature enters, return up to one other target creature you control to its owner's hand.
Creature — Elemental Dog
{3}, {T}: Investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Sorcery
Return target instant or sorcery card from your graveyard to your hand. Exile Flood of Recollection.
Enchantment — Aura
Enchant creature or Vehicle When this Aura enters, tap enchanted permanent. Enchanted permanent loses all abilities and doesn't untap during its controller's untap step.
Legendary Creature — Vampire Noble
First strike At the beginning of each of your postcombat main phases, look at the top X cards of your library, where X is the total amount of life your opponents lost this turn. Exile one of those cards and put the rest on the bottom of your library in a random order. You may play the exiled card this turn.
Creature — Plant Wall
Defender When this creature enters, look at the top six cards of your library. You may reveal a land card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Creature — Plant Elemental
This creature gets +1/+1 for each Forest you control. Disguise {4}{G} When this creature is turned face up, search your library for up to two Forest cards and reveal them. Put one of them onto the battlefield tapped and the other into your hand, then shuffle.
Creature — Fox
Whenever you cycle another card, put a +1/+1 counter on this creature. Cycling {1} ({1}, Discard this card: Draw a card.)
Creature — Wolf Spirit
When this creature enters, you gain life equal to the greatest toughness among other creatures you control.
Sorcery // Sorcery
Token Creature — Mouse Soldier
Valiant — Whenever this creature becomes the target of a spell or ability you control for the first time each turn, Mice you control get +1/+0 until end of turn. (This token's mana cost is {W}.)
Instant
Target creature gets +2/-2 until end of turn.
Creature — Jellyfish
Defender, flying Whenever this creature is dealt damage, you and target opponent each draw a card.
Legendary Creature — Merfolk Performer
As Fluros of Myra's Marvels enters, choose a number greater than 0. Whenever you cast a spell with power, toughness, or loyalty equal to the chosen number, target artifact or creature becomes an artifact creature with base power and toughness X/X until end of turn, where X is the chosen number. Partner
Creature — Fox
As long as you control an artifact or enchantment, this creature has flying.
Enchantment — Aura
Enchant creature Enchanted creature has flying and "Whenever this creature deals combat damage to a player, venture into the dungeon." (Enter the first room or advance to the next room.)
Instant
Untap all creatures you control. They gain flying and double strike until end of turn.
Creature — Whale Fish
Flying (This creature can't be blocked except by creatures with flying or reach.)
Creature — Dragon
Flying When this creature enters, you may have it fight target creature you don't control. Whenever a creature you control fights, put two +1/+1 counters on it at the beginning of the next end step.
Creature — Human Ranger Ally
As long as you've drawn two or more cards this turn, this creature has lifelink and menace. (It can't be blocked except by two or more creatures.)
Creature — Insect
Flying {B}: Regenerate this creature.
Instant
You gain 1 life for each creature on the battlefield. Prevent all combat damage that would be dealt this turn by creatures with power 3 or less.
Enchantment — Aura
Enchant creature Enchanted creature is a Spirit and can't attack or block. (It loses all other creature types.)
Instant
Cast this spell only during the declare blockers step. Attacking creatures become blocked. (This spell works on creatures that can't be blocked.)
Enchantment — Aura
Enchant creature At the beginning of your upkeep, create a token that's a copy of enchanted creature.
Enchantment
{1}{G}, Sacrifice this enchantment: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Artifact
This artifact enters with two oil counters on it. {3}, {T}: Target player mills X cards, where X is the number of oil counters on this artifact.
Enchantment
Artifacts you control have "{2}, Sacrifice this artifact: It deals damage to any target equal to 1 plus the number of permanents named Food Fight you control."
Creature — Human Ninja
Whenever this creature attacks, another target creature you control gets +1/+0 and gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Enchantment — Aura
Enchant land Enchanted land has "{T}: Target creature gains trample and haste until end of turn." Cycling {1} ({1}, Discard this card: Draw a card.)
Creature — Human Ninja
Sneak {3}{W/B} (You may cast this spell for {3}{W/B} if you also return an unblocked attacker you control to hand during the declare blockers step. It enters tapped and attacking.) When this creature enters, you gain 3 life.
Sorcery
Amass Orcs 2. When you do, Foray of Orcs deals X damage to target creature an opponent controls, where X is the amassed Army's power. (To amass Orcs 2, put two +1/+1 counters on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)
Instant
Look at the top four cards of your library. Put one of them into your hand and the rest into your graveyard. Flashback {6}{B} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Create a 1/1 red Dinosaur creature token with haste and a 1/1 white Human Soldier creature token.
Land
This land enters tapped. {T}: Add {W}. {1}{W}: This land becomes a 1/5 white Soldier creature until end of turn. It's still a land.
Instant
Return target creature to its owner's hand. Ferocious — If you control a creature with power 4 or greater, you may draw a card. If you do, discard a card.
Enchantment — Aura
Enchant creature At the beginning of your upkeep, put a +1/+1 counter on enchanted creature.
Instant
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.) Counter target spell.
Instant
If it's not your turn, you may exile a red card from your hand rather than pay this spell's mana cost. Create two 3/1 red Elemental creature tokens with trample and haste. Sacrifice those tokens at the beginning of your next upkeep.
Enchantment
If it's not your turn, you may exile a white card from your hand rather than pay this spell's mana cost. Flash Creatures you control get +1/+1.
Land
As this land enters, you may reveal a Swamp or Mountain card from your hand. If you don't, this land enters tapped. {T}: Add {B} or {R}.