2710 Old Lebanon Rd #28, Nashville, TN, 37214
Cards Tracked
8319
In Stock
8309
Rating
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Inventory last scanned: 6/28/2026, 6:07:18 PM
Sorcery
You get {E}{E}{E} (three energy counters), then you may pay any amount of {E}. Each player may exile their hand and draw a number of cards equal to the amount of {E} paid this way. If seven or more {E} was paid this way, you may play cards you own exiled this way until the end of your next turn.
Artifact
At the beginning of each opponent's upkeep, this artifact deals X damage to that player, where X is 3 minus the number of cards in their hand.
Artifact
{3}: Each player mills two cards.
Artifact
{X}{X}, {T}: Target player mills X cards. Morph {3} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)
Sorcery
Whipflare deals 2 damage to each nonartifact creature.
Legendary Enchantment Artifact
Creatures you control have lifelink. {2}{B}{B}, {T}: Return target creature card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step. If it would leave the battlefield, exile it instead of putting it anywhere else. Activate only as a sorcery.
Enchantment — Aura
Enchant creature Enchanted creature has reach. (It can block creatures with flying.) {G}: Return this Aura to its owner's hand.
Creature — Merfolk Warrior
When this creature enters, shuffle the cards from your hand into your library, then draw that many cards. {R}, Sacrifice this creature: Each player shuffles the cards from their hand into their library, then draws that many cards.
Sorcery
Destroy all creatures with flying.
Creature — Mouse Bard
Valiant — Whenever this creature becomes the target of a spell or ability you control for the first time each turn, look at the top five cards of your library. You may reveal a creature card with mana value 3 or less from among them. You may put it onto the battlefield if it's your turn. If you don't put it onto the battlefield, put it into your hand. Put the rest on the bottom of your library in a random order.
Artifact — Equipment
Equipped creature can't be blocked and has shroud. (It can't be the target of spells or abilities.) Equip {2}
Instant
Buyback {5} (You may pay an additional {5} as you cast this spell. If you do, put this card into your hand as it resolves.) Draw a card.
Creature — Elemental
At the beginning of your end step, manifest the top card of your library. (Put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.) Sacrifice this creature: Until end of turn, face-up nontoken creatures you control gain "When this creature dies, manifest the top card of your library."
Land
{T}: Add {C}. {T}: Add one mana of any color. Spend this mana only to cast a Lesson or Shrine spell. {1}, {T}: Add one mana of any color.
Artifact
This artifact enters tapped. {T}: Add X mana of any one color, where X is the greatest number of creatures you control that have a creature type in common.
Creature — Spirit Knight
Flying, first strike When this creature enters, destroy up to one target nonbasic land. Its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle.
Instant
Create X 2/2 white Cat creature tokens. Shuffle White Sun's Zenith into its owner's library.
Legendary Creature — Human Assassin Villain
Deathtouch Whenever a creature you control with deathtouch deals combat damage to a player, put a +1/+1 counter on it.
Legendary Creature — Mutant Warlock Hero
Whenever you cast a noncreature spell, exile the top card of your library. Until your next end step, you may play that card.
Creature — Wolf
When this creature enters, it fights up to one target creature you don't control. Sacrifice a Food: Put a +1/+1 counter on this creature. It gains indestructible until end of turn. Tap it.
Legendary Creature — Rat Warlock
Whenever Wick or another Rat you control enters, create a 1/1 black Snail creature token if you don't control a Snail. Otherwise, put a +1/+1 counter on a Snail you control. {U}{B}{R}, Sacrifice a Snail: Wick deals damage equal to the sacrificed creature's power to each opponent. Then draw cards equal to the sacrificed creature's power.
Sorcery
Amass Zombies 2, then the Army you amassed deals damage equal to its power to each non-Army creature. (To amass Zombies 2, put two +1/+1 counters on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)
Enchantment
Hideaway 5 (When this enchantment enters, look at the top five cards of your library, exile one face down, then put the rest on the bottom in a random order.) Whenever you cast a multicolored spell, create a Treasure token. Then you may pay {W}{U}{B}{R}{G}. If you do, you may play the exiled card without paying its mana cost.
Creature — Zombie Soldier
This creature enters tapped. Life Drain — Whenever a creature dealt damage by this creature this turn dies, create a tapped 2/2 black Zombie creature token and exile that card.
Creature — Human Shaman
Whenever this creature attacks, each other creature you control gets +X/+X until end of turn, where X is this creature's power.
Creature — Elf Archer
Flash (You may cast this spell any time you could cast an instant.) Reach (This creature can block creatures with flying.) Whenever another non-Human creature you control enters, you may pay {X}. When you do, put X +1/+1 counters on this creature.
Enchantment
Whenever a creature you control becomes the target of an instant or sorcery spell, that creature gets +3/+3 until end of turn.
Sorcery
Return X target cards from your graveyard to your hand. Exile Wildest Dreams.
Sorcery
Each player sacrifices four lands of their choice. Wildfire deals 4 damage to each creature.
Enchantment — Aura
Enchant land Whenever enchanted land is tapped for mana, its controller adds an additional {G}.
Creature — Orc Shaman Sorcerer
The first spell you cast from exile each turn has cascade. (When you cast your first spell from exile, 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.)
Instant
Destroy target permanent an opponent controls. Its controller reveals cards from the top of their library until they reveal a permanent card that shares a card type with that permanent. They put that card onto the battlefield and the rest on the bottom of their library in a random order.
Creature — Cat Warrior
This creature gets +1/+1 as long as you control a Mountain. This creature gets +1/+1 as long as you control a Plains.
Enchantment
Whenever a creature enters, if you cast it from your hand, you may search your library for a creature card with the same total power and toughness, put it onto the battlefield, then shuffle.
Instant
You may choose new targets for target instant or sorcery spell. Then copy that spell. You may choose new targets for the copy.
Sorcery
Target creature gets +3/+0 and gains haste until end of turn. Harmonize {4}{R} (You may cast this card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by {X}, where X is its power. Then exile this spell.)
Instant
Target creature gets +2/+2 and gains trample until end of turn. Draw a card.
Instant
Ferocious — If you control a creature with power 4 or greater, damage can't be prevented this turn. Wild Slash deals 2 damage to any target.
Enchantment
Skip your draw step. At the beginning of your upkeep, exile the top two cards of your library. You may play those cards this turn.
Legendary Creature — Zombie Warrior
Whenever another Zombie you control dies, if it didn't have decayed, create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.) At the beginning of your end step, you may sacrifice a Zombie. If you do, draw a card.
Creature — Treefolk Spirit
Trample Whenever one or more cards leave your graveyard, put a +1/+1 counter on this creature. When this creature dies, you gain life equal to its power.
Land
{T}: Add {U}. {T}: Add {G}. Activate only if you control a Forest or an Island.
Creature — Elf Knight
({G/W} can be paid with either {G} or {W}.) Other green creatures you control get +1/+1. Other white creatures you control get +1/+1. If a spell or ability an opponent controls causes you to discard this card, put it onto the battlefield instead of putting it into your graveyard.
Creature — Spirit
Flying Creatures can't attack you unless their controller pays {2} for each creature they control that's attacking you.
Creature — Bird
Flying Attacking creatures you control have lifelink.
Land
{T}: Add {C}. {2}, {T}: You may cast creature spells this turn as though they had flash.
Creature — Sphinx
Flying Whenever a creature with flying attacks, you may draw a card.
Creature — Elemental
Flying {W}: This creature gains vigilance until end of turn. {W}: This creature gets +0/+1 until end of turn. {U}: Switch this creature's power and toughness until end of turn. {U}: Return this creature to its owner's hand.
Creature — Human Scout
Flying When this creature attacks or blocks, return it to its owner's hand at end of combat. (Return it only if it's on the battlefield.)
Sorcery
Each player shuffles the cards from their hand into their library, then draws that many cards.
Land
{T}, Pay 1 life, Sacrifice this land: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.