2710 Old Lebanon Rd #28, Nashville, TN, 37214
Cards Tracked
8317
In Stock
8307
Rating
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Inventory last scanned: 6/27/2026, 6:07:44 PM
Creature — Cat Archer
When this creature enters, secretly choose an opponent. Reveal the player you chose: Exile target creature that's attacking you if it's controlled by the chosen player. Activate only once.
Land
{T}: Add {C}. {6}: This land becomes a 3/3 Elemental artifact creature that's still a land. (This effect lasts indefinitely.)
Creature — Avatar
Haste Whenever another creature you control dies, it deals damage equal to its power to target player or planeswalker.
Snow Creature — Yeti
When this creature enters, if it's on the battlefield, it deals damage equal to its power to target creature an opponent controls and that creature deals damage equal to its power to this creature. {2}{S}: Return this creature to its owner's hand. Activate only as a sorcery. ({S} can be paid with one mana from a snow source.)
Enchantment
When a player casts a spell, sacrifice this enchantment. If you do, each of that player's opponents draws three cards.
Instant
Destroy target creature with power 3 or greater.
Legendary Creature — Human Warrior
Whenever Stangg attacks, create Stangg Twin, a legendary 3/4 red and green Human Warrior creature token. It enters tapped and attacking. For each Aura and Equipment attached to Stangg, create a token that's a copy of it attached to Stangg Twin. Sacrifice all tokens created this way at the beginning of the next end step.
Sorcery
Look at twice X cards from the top of your library. Put X cards from among them into your hand and the rest into your graveyard. You lose X life.
Legendary Creature — Human Rogue
{T}: Destroy target artifact or creature. That permanent's controller gains control of Starke. (This effect lasts indefinitely.)
Creature — Angel
Flying
Instant
Starstorm deals X damage to each creature. Cycling {3} ({3}, Discard this card: Draw a card.)
Land — Town
This land enters tapped unless it's your first, second, or third turn of the game. {T}: Add {C}. {T}, Pay 1 life: Add one mana of any color.
Creature — Spirit
{G}, Sacrifice a creature: You gain 1 life.
Creature — Spirit Horror
When this creature enters, surveil 2. Then for each card you put on top of your library, you draw a card and you lose 3 life. Descend 8 — Whenever you draw a card, if there are eight or more permanent cards in your graveyard, target opponent loses 1 life and you gain 1 life.
Enchantment
Players skip their untap steps. At the beginning of your upkeep, sacrifice this enchantment unless you pay {U}.
Artifact
As long as this artifact is untapped, players can't untap more than two permanents during their untap steps.
Sorcery
Choose one or both — • Target player discards any number of cards, then draws that many cards. • Steal the Show deals damage equal to the number of instant and sorcery cards in your graveyard to target creature or planeswalker.
Creature — Goblin Rigger
Other Riggers you control get +1/+0 and have haste. If a Rigger you control would assemble a Contraption, it assembles two Contraptions instead.
Land — Island Mountain
({T}: Add {U} or {R}.) As this land enters, you may pay 2 life. If you don't, it enters tapped.
Creature — Turtle Hydra
This creature enters with X +1/+1 counters on it. {2}{G}, Remove a +1/+1 counter from this creature: Destroy target artifact or enchantment.
Creature — Sliver
Sliver creatures you control get +0/+1.
Artifact Creature — Dragon
Flying {2}: This creature gets +1/+0 until end of turn. {X}: Destroy each nonland permanent with mana value X whose controller was dealt combat damage by this creature this turn. Activate only once each turn.
Creature — Elf Knight
This creature can't be blocked by creatures with power 2 or less.
Creature — Elf Knight
First strike When this creature enters, return a green or white creature you control to its owner's hand.
Enchantment — Aura
Enchant creature As long as enchanted creature is white, it gets +1/+1 and has lifelink. (Damage dealt by the creature also causes its controller to gain that much life.) As long as enchanted creature is blue, it gets +1/+1 and can't be blocked.
Artifact Creature — Construct
{T}: Put a +1/+1 counter on each artifact creature you control.
Sorcery
Search your library for an Equipment card, reveal that card, put it into your hand, then shuffle.
Enchantment
As this enchantment enters, choose a creature type. Creatures of the chosen type have shroud. (They can't be the targets of spells or abilities.)
Legendary Creature — Human Wizard
As Stenn enters, choose a card type other than creature or land. Spells you cast of the chosen type cost {1} less to cast. {1}{W}{U}: Exile Stenn. Return it to the battlefield under its owner's control at the beginning of the next end step.
Land
{T}: Add {C}. {3}{B}{R}, {T}: This land deals 2 damage to target player or planeswalker.
Enchantment
At the beginning of your end step, create a 1/1 red Human creature token. Then if you control exactly thirteen permanents, you may sacrifice this enchantment. When you do, it deals 7 damage to any target.
Sorcery
Each player may shuffle their hand and graveyard into their library. Each player who does draws seven cards. Exile Step Between Worlds. Plot {4}{U}{U} (You may pay {4}{U}{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.)
Enchantment
Other enchantments you control have shroud. (They can't be the targets of spells or abilities.) {1}, Sacrifice this enchantment: Search your library for an enchantment card, reveal it, then shuffle and put that card on top.
Instant
Counter target activated or triggered ability. (Mana abilities can't be targeted.)
Enchantment
At the beginning of your upkeep, mill three cards. Then if your library has no cards in it, exile this enchantment and put five cards from your graveyard on top of your library in any order.
Creature — Scorpion Dragon
Flying, trample This creature gets -1/-1 for each card in your hand. Plot {2}{R} (You may pay {2}{R} 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.)
Instant
You draw X cards and you lose X life, where X is the mana value of a commander you own on the battlefield or in the command zone.
Creature — Imp
Flying Whenever this creature deals combat damage to a creature, destroy that creature. Dredge 5 (If you would draw a card, you may mill five cards instead. If you do, return this card from your graveyard to your hand.)
Land
This land enters tapped. {T}: Add {G} or {W}. {1}{G}{W}: Until end of turn, this land becomes a 3/4 green and white Elemental creature with reach. It's still a land.
Legendary Creature — Human Wizard
{2}{U}, {T}: Each player mills three cards. Exile up to two creature cards put into graveyards this way. Create an X/X blue Zombie creature token, where X is the total power of the cards exiled this way.
Creature — Homunculus
{1}{U}, {T}: Create a 2/2 blue Homunculus creature token, then sacrifice a creature.
Creature — Angel
Flying, vigilance Players can't untap more than one creature during their untap steps.
Creature — Sphinx
Flash Flying This creature has hexproof as long as you haven't cast a spell this turn.
Sorcery
Return target creature with mana value X to its owner's hand. You create X 1/1 blue Faerie creature tokens with flying.
Enchantment
At the beginning of your upkeep, exile the top card of each opponent's library. Until end of turn, you may cast spells from among those exiled cards, and you may spend mana as though it were mana of any color to cast those spells.
Land — Mountain Forest
({T}: Add {R} or {G}.) As this land enters, you may pay 2 life. If you don't, it enters tapped.
Creature — Spirit Advisor
Whenever one or more cards leave your graveyard, scry 1.