Pleasant Hills, PA
Cards Tracked
8887
In Stock
8887
Rating
—
Inventory last scanned: 6/23/2026, 6:11:29 PM
Artifact — Equipment
This Equipment enters with a soul counter on it. Equipped creature gets +1/+1 for each soul counter on this Equipment. Whenever equipped creature dies, put a soul counter on this Equipment. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Creature — Dragon Warlock
Flying When this creature enters, sacrifice any number of artifacts, enchantments, and/or tokens, then draw that many cards.
Sorcery
All creatures get -2/-2 until end of turn. If a creature an opponent controls would die this turn, exile it instead.
Enchantment — Aura
Enchant creature Enchanted creature gets +3/+3 and has vigilance. Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Enchantment
This enchantment enters with X charge counters on it. Remove a charge counter from this enchantment: Add one mana of any color. Activate only once each turn. At the beginning of your upkeep, if this enchantment has no charge counters on it, return it to its owner's hand.
Enchantment
At the beginning of each player's end step, put a charge counter on this enchantment for each untapped land that player controls. Remove a charge counter from this enchantment: Add {C}. Any player may activate this ability but only during their turn before the end step.
Enchantment
Whenever you cast a multicolored spell, this enchantment deals X damage to any target, where X is the number of colors that spell is.
Creature — Hydra
Trample Whenever a player casts a spell, put a +1/+1 counter on this creature.
Artifact Creature — Construct
{T}: Add {C}.
Instant
Counter target spell unless its controller pays {3}.
Artifact
{T}: Add one mana of any color.
Artifact Creature — Phyrexian Cleric
Lifelink Whenever another artifact you control enters, this creature gets +1/+1 until end of turn.
Artifact — Equipment
Living weapon (When this Equipment enters, create a 0/0 black Phyrexian Germ creature token, then attach this to it.) Equipped creature gets +1/+1 and has flying. Equip {3}{W}
Creature — Cat
Vigilance
Instant
Manhole Missile deals 3 damage to target creature. You may put a card from your hand on the bottom of your library. If you do, draw a card.
Creature — Human Wizard
When this creature enters, each opponent mills three cards. Delirium — At the beginning of each opponent's upkeep, if there are four or more card types among cards in your graveyard, that player mills three cards.
Sorcery
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.)
Artifact Creature — Gargoyle
Defender This creature has indestructible as long as it has defender. {1}: Until end of turn, this creature loses defender and gains flying.
Creature — Jellyfish
When this creature enters, return target creature to its owner's hand.
Creature — Merfolk
{U}: This creature gains flying until end of turn.
Creature — Human Monk
Flying, vigilance, haste
Sorcery
Search your library for a basic land card, reveal it, put it into your hand, then shuffle. Create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.")
Creature — Vampire Cleric
Whenever you gain life, each opponent loses 1 life.
Creature — Dinosaur
Ward {3} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {3}.) Islandcycling {2} ({2}, Discard this card: Search your library for an Island card, reveal it, put it into your hand, then shuffle.)
Creature — Sphinx Rogue
Flying, vigilance, ward {2} Whenever you commit a crime, surveil 2. This ability triggers only once each turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
Artifact
{T}: You gain 1 life.
Artifact
This artifact enters tapped. {T}: Add {W}.
Legendary Creature — Human Rogue
Whenever you commit a crime, you may pay {1}. If you do, look at the top two cards of your library. Put one of them into your hand and the other into your graveyard. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
Artifact Creature — Construct
Whenever this creature attacks, each player creates a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
Instant
As an additional cost to cast this spell, you may exile any number of green cards from your hand. This spell costs {2} less to cast for each card exiled this way. Choose target creature with mana value less than X. Search your library for a creature card with the same name as that creature, put it onto the battlefield tapped, then shuffle.
Instant
As an additional cost to cast this spell, you may exile any number of red cards from your hand. This spell costs {2} less to cast for each card exiled this way. Exile the top X cards of your library. You may play up to two of those cards until the end of your next turn.
Instant
As an additional cost to cast this spell, you may exile any number of black cards from your hand. This spell costs {2} less to cast for each card exiled this way. March of Wretched Sorrow deals X damage to target creature or planeswalker and you gain X life.
Instant
Choose one — • Mardu Charm deals 4 damage to target creature. • Create two 1/1 white Warrior creature tokens. They gain first strike until end of turn. • Target opponent reveals their hand. You choose a noncreature, nonland card from it. That player discards that card.
Creature — Human Scout
When this creature enters, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.) {1}: Add {R}, {W}, or {B}. Activate only once each turn.
Artifact
When this artifact enters, search your library for a basic Mountain, Plains, or Swamp card, reveal it, put it into your hand, then shuffle. {2}{R}{W}{B}, {T}, Sacrifice this artifact: Create three 1/1 red Warrior creature tokens. They gain menace and haste until end of turn. Activate only as a sorcery. (A creature with menace can't be blocked except by two or more creatures.)
Creature — Human Warrior
This creature enters tapped. Raid — When this creature enters, if you attacked this turn, target opponent discards a card.
Creature — Human Warrior
Whenever this creature attacks, create a 2/1 black Warrior creature token. Dash {3}{B} (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
Creature — Human Warrior
Whenever this creature or another Warrior you control enters, you may exile target creature card from a graveyard. If you do, you gain 1 life.
Legendary Creature — Human Warlock
When Marina Vendrell enters, reveal the top seven cards of your library. Put all enchantment cards from among them into your hand and the rest on the bottom of your library in a random order. {T}: Lock or unlock a door of target Room you control. Activate only as a sorcery.
Legendary Artifact — Book
When Marina Vendrell's Grimoire enters, if you cast it, draw five cards. You have no maximum hand size and don't lose the game for having 0 or less life. Whenever you gain life, draw that many cards. Whenever you lose life, discard that many cards. Then if you have no cards in hand, you lose the game.
Creature — Human Artificer
Fabricate 3 (When this creature enters, put three +1/+1 counters on it or create three 1/1 colorless Servo artifact creature tokens.) Whenever an artifact you control is put into a graveyard from the battlefield, target opponent loses life equal to this creature's power.
Legendary Snow Enchantment
Whenever Marit Lage's Slumber or another snow permanent you control enters, scry 1. At the beginning of your upkeep, if you control ten or more snow permanents, sacrifice Marit Lage's Slumber. If you do, create Marit Lage, a legendary 20/20 black Avatar creature token with flying and indestructible.
Enchantment — Aura
Enchant land Whenever enchanted land is tapped for mana, its controller adds an additional two mana in any combination of colors.
Artifact Creature — Gnome
When this creature dies, you gain 1 life and draw a card. When this creature is exiled from the battlefield while you're activating a craft ability, you gain 1 life and draw a card.
Creature — Spirit Detective
Whenever another creature you control with power 2 or less enters, this creature gains flying until end of turn.
Enchantment — Aura
Enchant creature Enchanted creature has haste. At the beginning of the end step, return this Aura to its owner's hand.
Creature — Vampire Warrior
Double strike (This creature deals both first-strike and regular combat damage.) Whenever this creature deals combat damage to a player, put a +1/+1 counter on it.
Creature — Vampire Knight
Flying {2}{B}, Discard a card: Put two +1/+1 counters on this creature.
Creature — Vampire Soldier
Whenever this creature or another Vampire you control enters, this creature fights up to one target creature an opponent controls. Whenever a creature dealt damage by this creature this turn dies, create a Blood token. (It's an artifact with "{1}, {T}, Discard a card, Sacrifice this token: Draw a card.")
Creature — Elemental
Maro's power and toughness are each equal to the number of cards in your hand.
Creature — Zombie Lizard
Devour 2 (As this creature enters, you may sacrifice any number of creatures. It enters with twice that many +1/+1 counters on it.) When this creature enters, you gain 2 life for each creature it devoured.
Instant
({W/P} can be paid with either {W} or 2 life.) Marrow Shards deals 1 damage to each attacking creature.
Creature — Orc Warrior
Deathtouch Whenever you attack, target creature gets +X/+X until end of turn, where X is the number of attacking creatures.