2710 Old Lebanon Rd #28, Nashville, TN, 37214
Cards Tracked
8329
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8319
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Inventory last scanned: 6/26/2026, 6:08:27 PM
Creature — Insect
At the beginning of your upkeep, if you control five or more lands, put four +1/+1 counters on this creature.
Creature — Insect
Landfall — Whenever a land you control enters, create a 1/1 green Insect creature token. If you control six or more lands, create a token that's a copy of this creature instead.
Artifact Creature — Construct
This creature can't be blocked by creatures with power 2 or less. When this creature dies, it deals 6 damage to target opponent or planeswalker.
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. Whenever equipped creature deals combat damage to a player, that player loses half their life, rounded up. Equip {3}
Creature — Specter
Flying Whenever this creature deals combat damage to a player, each opponent discards a card. Each player who discarded a card with the greatest mana value among cards discarded this way loses life equal to that mana value.
Land
This land enters tapped unless you control two or fewer other lands. {T}: Add {W} or {U}.
Land
This land enters tapped. {T}: Add {U}. {T}, Sacrifice this land: Add one mana of any color.
Creature — Merfolk Wizard
Whenever a Merfolk you control deals combat damage to a player, draw a card.
Creature — Human Wizard
Kicker {4}{U} When this creature enters, copy the next instant or sorcery spell with mana value 2 or less you cast this turn when you cast it. If this creature was kicked, copy that spell twice instead. You may choose new targets for the copies.
Land
{T}: Add {C}. ({C} represents colorless mana.) {2}{C}, {T}: Draw a card. Activate only if you have no cards in hand.
Creature — Human Mercenary
{3}, {T}: Search your library for a Merfolk permanent card, put it onto the battlefield, then shuffle.
Sorcery
Look at the top X cards of target opponent's library. Exile one of those cards and put the rest back on top of that player's library in any order.
Enchantment
Sacrifice this enchantment: It deals 2 damage to any target.
Land
This land enters tapped unless you have two or more opponents. {T}: Add {W} or {U}.
Enchantment
When this enchantment enters, exile the top five cards of your library. Whenever you play a card with the same name as one of the exiled cards, you may put one of those cards with that name into its owner's hand. Then if there are no cards exiled with this enchantment, sacrifice it. If you do, take an extra turn after this one.
Enchantment
Whenever a creature attacks you or a planeswalker you control, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Instant
Searing Barrage deals 5 damage to target creature. Adamant — If at least three red mana was spent to cast this spell, Searing Barrage deals 3 damage to that creature's controller.
Instant
Searing Blaze deals 1 damage to target player or planeswalker and 1 damage to target creature that player or that planeswalker's controller controls. Landfall — If you had a land enter the battlefield under your control this turn, Searing Blaze deals 3 damage to that player or planeswalker and 3 damage to that creature instead.
Instant
Searing Blood deals 2 damage to target creature. When that creature dies this turn, Searing Blood deals 3 damage to the creature's controller.
Enchantment
Whenever you gain life, you may pay {2}. If you do, this enchantment deals 2 damage to any target.
Instant
Searing Spear deals 3 damage to any target.
Instant
Searing Wind deals 10 damage to any target.
Creature — Merfolk
When you control no Islands, sacrifice this creature. You may choose not to untap this creature during your untap step. {T}: Gain control of target creature whose controller controls an Island for as long as you control this creature and this creature remains tapped.
Creature — Human Soldier
Whenever this creature attacks, you may tap target creature.
Enchantment
At the beginning of your upkeep, if you have 5 or less life, sacrifice this enchantment and take an extra turn after this one.
Enchantment — Aura
Enchant creature you control When this Aura enters, exile up to one target creature other than enchanted creature until this Aura leaves the battlefield. Enchanted creature becomes a copy of that creature until this Aura leaves the battlefield. Enchanted creature has ward {2}.
Sorcery — Lesson
As an additional cost to cast this spell, you may waterbend {10}. You control target opponent during their next combat phase. If this spell's additional cost was paid, you control that player during their next turn instead. (You see all cards that player could see and make all decisions for them.) Exile Secret of Bloodbending.
Sorcery
Exile target nonland card from your graveyard. Search your library for any number of cards with the same name as that card, reveal them, put them into your hand, then shuffle.
Enchantment
{W}{W}: Create a 1/1 white Soldier creature token. Activate only if you control no creatures and only once each turn.
Creature — Human Warlock
Menace Ward—Pay 3 life. (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays 3 life.) Magecraft — Whenever you cast or copy an instant or sorcery spell, create a 1/1 black and green Pest creature token with "When this token dies, you gain 1 life."
Legendary Creature — Zombie Warrior
Each creature card in your graveyard has unearth {2}{B}. ({2}{B}: Return the card to the battlefield. The creature gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Creature — Spirit
Untap all permanents you control during each other player's untap step.
Sorcery
Destroy all artifacts. They can't be regenerated. The controller of each of those artifacts gains life equal to its mana value.
Enchantment
Whenever a land enters, its controller creates a 1/1 green Snake creature token.
Instant
Cast this spell only during your turn. Take an extra turn after this one if an opponent cast a blue spell this turn.
Creature — Elf
{T}: Untap target creature.
Artifact
Landfall — Whenever a land you control enters, you may pay {2}. If you do, draw a card.
Instant
Add {R}{R}{R}{R}{R}.
Creature — Cat
Flash (You may cast this spell any time you could cast an instant.) When this creature enters, you gain protection from the color of your choice until end of turn. (You can't be targeted, dealt damage, or enchanted by anything of the chosen color.)
Enchantment
Discard a land card: This enchantment deals 2 damage to any target.
Legendary Creature — Demon Spirit
At the beginning of each player's upkeep, that player loses 2 life and draws two cards.
Sorcery
Untap target creature. After this main phase, there is an additional combat phase followed by an additional main phase. Flashback {2}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Instant
Destroy target nonwhite, nonblack creature. Create a 1/1 white Spirit creature token with flying. Haunt (When this spell card is put into a graveyard after resolving, exile it haunting target creature.) When the creature this card haunts dies, destroy target nonwhite, nonblack creature. Create a 1/1 white Spirit creature token with flying.
Sorcery
Each opponent chooses fame or fortune. For each player who chose fame, gain control of a creature that player controls until end of turn. Untap those creatures and they gain haste until end of turn. For each player who chose fortune, you draw a card and create a Treasure token.
Legendary Creature — Spirit
Sekki enters with eight +1/+1 counters on it. If damage would be dealt to Sekki, prevent that damage, remove that many +1/+1 counters from Sekki, and create that many 1/1 colorless Spirit creature tokens. Sacrifice eight Spirits: Return this card from your graveyard to the battlefield.