Pleasant Hills, PA
Cards Tracked
8877
In Stock
8877
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Inventory last scanned: 6/14/2026, 6:13:02 PM
Enchantment
At the beginning of each player's upkeep, this enchantment deals damage to that player equal to the number of artifacts they control.
Sorcery
Look at the top five cards of your library. You may reveal a colorless card from among them and put it into your hand. Then put the rest on the bottom of your library in any order.
Sorcery
Put two +1/+1 counters on target creature. It gains vigilance, trample, lifelink, indestructible, and haste until end of turn. Flashback {2}{R}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Creature — Human Cleric
When this creature enters, target creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Artifact
Whenever you're dealt damage, you may put that many charge counters on this artifact. {2}, {T}, Remove four charge counters from this artifact: You gain 2 life and draw a card.
Artifact — Equipment
Equipped creature gets +2/+2, has flying, and is a white Angel in addition to its other colors and types. Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.)
Instant
Exile target creature or planeswalker. Its controller creates a 4/4 white Angel creature token with flying.
Creature — Angel Ally
Flying Whenever this creature attacks, it gets +1/+1 until end of turn for each other attacking Ally.
Creature — Angel Spirit
Flying, protection from artifacts
Enchantment — Aura
Enchant creature Enchanted creature gets +4/+4, has flying and first strike, and is an Angel in addition to its other types. When enchanted creature dies, return this card to its owner's hand.
Enchantment
Whenever a creature you control attacks alone, it gets +X/+X until end of turn, where X is the number of creatures you control.
Enchantment — Aura
Enchant creature When this Aura enters, draw a card. Enchanted creature has flying.
Creature — Angel Spirit
Flying {T}: Target attacking or blocking creature gets +1/+1 until end of turn.
Sorcery
As an additional cost to cast this spell, sacrifice a permanent. Exile target artifact, creature, or enchantment.
Creature — Angel Advisor
Flying Whenever another permanent you control leaves the battlefield, if it had counters on it, investigate. (Create a Clue artifact token with "{2}, Sacrifice this token: Draw a card.")
Creature — Angel
Flying When this creature enters, exile target player's graveyard.
Creature — Angel
Flying At the beginning of your upkeep, return target Spirit card from your graveyard to your hand.
Creature — Angel
Flying When this creature enters, exile all Zombies, then return all Human creature cards from your graveyard to the battlefield.
Creature — Angel
Flying, vigilance, lifelink Fabricate 2 (When this creature enters, put two +1/+1 counters on it or create two 1/1 colorless Servo artifact creature tokens.) Other creatures you control get +1/+1.
Creature — Angel
Flying When this creature enters, you gain 3 life.
Creature — Angel Ally
Flying When this creature enters, you gain 1 life for each creature you control.
Creature — Angel
Flying When this creature enters, you may exile up to three other target creatures from the battlefield and/or creature cards from graveyards. When this creature leaves the battlefield, return the exiled cards to their owners' hands.
Creature — Angel
Flying When this creature enters, creatures you control get +1/+1 and gain vigilance until end of turn.
Creature — Angel
Flash Flying When this creature enters, if you cast it from your hand, exile all attacking creatures.
Artifact Creature — Angel
Flying When this creature enters, exile up to two target artifacts and/or enchantments. Plainscycling {2} ({2}, Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.)
Instant
You gain 7 life.
Creature — Incarnation
Haste As long as this card is in your graveyard and you control a Mountain, creatures you control have haste.
Sorcery
Anger of the Gods deals 3 damage to each creature. If a creature dealt damage this way would die this turn, exile it instead.
Creature — Human Pirate
If a source you control would deal damage to a permanent or player, it deals double that damage to that permanent or player instead.
Creature — Human Citizen
Trample Whenever you cast a spell with mana value 4 or greater, this creature deals 1 damage to each opponent. {5}{R}: Put two +1/+1 counters on this creature. Activate only as a sorcery.
Instant
Exile target nonland permanent. You lose 3 life.
Legendary Creature — Vampire Assassin
Deathtouch The first instant or sorcery spell you cast each turn has casualty 2. (As you cast that spell, you may sacrifice a creature with power 2 or greater. When you do, copy the spell and you may choose new targets for the copy.)
Enchantment — Aura
Enchant your graveyard Enchanted graveyard is a creature on the battlefield with base power and toughness each equal to the number of cards in it. It has the text boxes of all creature cards in it. It's still a graveyard. If enchanted graveyard would leave the battlefield, instead exile this Aura.
Creature — Vampire Berserker
This creature attacks each combat if able. Whenever this creature attacks, discard your hand, then draw three cards. Madness {1}{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 — Goblin Berserker
Haste Whenever this creature attacks, creatures you control gain first strike and deathtouch until end of turn.
Artifact Creature — Phyrexian Cleric
Toxic 1 (Players dealt combat damage by this creature also get a poison counter.) When this creature enters, exile target artifact or creature an opponent controls with mana value 3 or less until this creature leaves the battlefield.
Legendary Creature — Human Rogue
Flash When Annie Flash enters, if you cast it, return target permanent card with mana value 3 or less from your graveyard to the battlefield tapped. Whenever Annie Flash becomes tapped, exile the top two cards of your library. You may play those cards this turn.
Legendary Creature — Human Rogue
Flash When Annie Flash enters, if you cast it, return target permanent card with mana value 3 or less from your graveyard to the battlefield tapped. Whenever Annie Flash becomes tapped, exile the top two cards of your library. You may play those cards this turn.
Instant
Annihilating Fire deals 3 damage to any target. If a creature dealt damage this way would die this turn, exile it instead.
Sorcery
As an additional cost to cast this spell, pay {4} or sacrifice an artifact or creature. Destroy target creature or planeswalker.
Creature — Dinosaur
Reach, trample 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.)
Creature — Human Cleric
Lifelink (Damage dealt by this creature also causes you to gain that much life.) {4}{W}: This creature gets +3/+3 until end of turn.
Creature — Human Cleric
Vigilance As this creature enters, look at an opponent's hand, then choose any card name. Spells your opponents cast with the chosen name cost {2} more to cast. Activated abilities of sources with the chosen name cost {2} more to activate unless they're mana abilities.
Token Creature — Zombie Human Cleric
Whenever a creature token enters the battlefield under your control, you gain 1 life.
Instant
You may mill two cards. Then return up to two creature cards from your graveyard to your hand. (To mill two cards, put the top two cards of your library into your graveyard.)
Legendary Creature — Vampire Shaman
At the beginning of your upkeep, each player sacrifices a non-Vampire creature of their choice.
Enchantment
Whenever a creature you control enters, you gain 1 life. If this enchantment isn't a creature, it becomes a 3/3 Angel creature with flying in addition to its other types until end of turn.
Instant
Target creature gets +4/+3 until end of turn.
Enchantment
Creatures you control get +1/+1.
Legendary Creature — Human Warrior
Heroic — Whenever you cast a spell that targets Anthousa, up to three target lands you control each become 2/2 Warrior creatures until end of turn. They're still lands.
Instant
Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
Instant
Counter target creature or planeswalker spell unless its controller pays {2}. If an opponent has eight or more cards in their graveyard, instead counter that spell, then scry 2.
Sorcery
Create two 2/2 red and white Spirit creature tokens. Then if this spell was cast from anywhere other than your hand, put a +1/+1 counter on each Spirit you control. Flashback {4}{W}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Legendary Creature — Angel
Flying Anya gets +3/+3 for each opponent whose life total is less than half their starting life total. As long as an opponent's life total is less than half their starting life total, Anya has indestructible.
Sorcery
Destroy all artifacts you don't control, then exile the top X cards of your library, where X is the number of artifacts that were put into graveyards from the battlefield this turn. You may put a creature card exiled this way onto the battlefield. It gains haste. Return it to your hand at the beginning of the next end step.
Legendary Creature — Dragon Spirit
Flying, vigilance When Ao dies, choose one — • Look at the top seven cards of your library. Put any number of nonland permanent cards with total mana value 4 or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order. • Put two +1/+1 counters on each permanent you control that's a creature or Vehicle.
Sorcery
Exile the top seven cards of your library. Until end of turn, you may cast spells from among them. If this spell was cast from your hand, add ten mana of any one color.
Legendary Enchantment Creature — Harpy
Flying At the beginning of your end step, you may exile an enchantment card from your graveyard. If you do, create a 2/2 black Zombie creature token.
Sorcery
Exile all permanents. You discard your hand.
Artifact
{2}, {T}, Sacrifice this artifact: Destroy all nontoken permanents with a name originally printed in the Homelands expansion. They can't be regenerated.