2710 Old Lebanon Rd #28, Nashville, TN, 37214
Cards Tracked
8543
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Creature — Avatar
Reach, trample Converge — This creature enters with a +1/+1 counter on it for each color of mana spent to cast it. Whenever you cast a creature spell, that creature enters with X additional +1/+1 counters on it, where X is the number of colors of mana spent to cast it.

Sorcery
As an additional cost to cast this spell, discard a card. Draw two cards.

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
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.
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.
Sorcery
Choose one. If you control a commander as you cast this spell, you may choose both instead. • Any number of target opponents each sacrifice a creature with the greatest power among creatures that player controls and lose 3 life. • Return target creature card from your graveyard to the battlefield.
Legendary Creature — Dryad Druid
{1}, {T}: Choose another target creature. Put a number of +1/+1 counters on it equal to the amount of life you gained this turn or the amount of life you lost this turn, whichever is greater. Activate only as a sorcery.

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.

Enchantment
As this enchantment enters, choose Mardu or Jeskai. • Mardu — If a creature attacking causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time. • Jeskai — At the beginning of your upkeep, create a 1/1 red Goblin creature token. It gains lifelink and haste until end of turn.

Sorcery
Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way.

Creature — Snake
If one or more counters would be put on an artifact or creature you control, that many plus one of each of those kinds of counters are put on that permanent instead. If you would get one or more counters, you get that many plus one of each of those kinds of counters instead.

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.

Sorcery
Each player shuffles the cards from their hand into their library, then draws that many cards.

Sorcery
Destroy all creatures that aren't enchanted. They can't be regenerated.

Land
{T}, Pay 1 life, Sacrifice this land: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.
Land
{T}, Pay 1 life, Sacrifice this land: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.

Artifact
{4}: Target creature gets +X/+0 until end of turn, where X is its power. Sacrifice this artifact at the beginning of the next end step.

Creature — Bird Soldier Warrior
Flying Morph {2}{W} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When this creature is turned face up, target creature gains first strike until end of turn.

Artifact — Equipment
Equipped creature has flying and ward {4}. (Whenever equipped creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {4}.) Equip {1}

Creature — Tyranid
Flying, haste The Will of the Hive Mind — Other creatures you control with counters on them have flying and haste.

Instant
Cleave {4}{G}{U} (You may cast this spell for its cleave cost. If you do, remove the words in square brackets.) Draw a card for each creature you control [with flying].
Instant
Cleave {4}{G}{U} (You may cast this spell for its cleave cost. If you do, remove the words in square brackets.) Draw a card for each creature you control [with flying].

Sorcery
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) For each player, you choose a creature that player controls. Then each player sacrifices all other creatures they control that don't share a creature type with the chosen creature they control.

Legendary Creature — Human Warlock
Ward—Pay 2 life. Artifacts you control have "Ward—Pay 2 life." Exhaust — {2}{U}{B}, {T}, Exile X artifact cards from your graveyard: Each other nonartifact creature gets -X/-X until end of turn. (Activate each exhaust ability only once.)
Legendary Creature — Human Warlock
Ward—Pay 2 life. Artifacts you control have "Ward—Pay 2 life." Exhaust — {2}{U}{B}, {T}, Exile X artifact cards from your graveyard: Each other nonartifact creature gets -X/-X until end of turn. (Activate each exhaust ability only once.)

Legendary Creature — Human Warlock
Ward {2} At the beginning of your upkeep, each player draws two cards. Delirium — As long as there are four or more card types among cards in your graveyard, each opponent's maximum hand size is equal to seven minus the number of those card types.

Land
This land enters tapped. {T}: Add {C}. {2}, {T}, Sacrifice this land: Tap two target lands.

Sorcery
Draw three cards. Then discard two cards unless you discard a creature card. Harmonize {4}{U} (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.)

Artifact
As long as this artifact is untapped, players can't untap more than one land during their untap steps.
Artifact
As long as this artifact is untapped, players can't untap more than one land during their untap steps.

Legendary Creature — Human Assassin Villain
Vigilance, menace Winter Soldier gets +2/+0 for each Equipment attached to him. {3}{W}{B}: Return this card from your graveyard to the battlefield with a finality counter on him. Then you may attach an Equipment you control to him. (If a creature with a finality counter on it would die, exile it instead.)

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 draw your first card during each of your draw steps, draw a card. Then if you have nine or more cards in hand, you may play the exiled card without paying its mana cost.
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 draw your first card during each of your draw steps, draw a card. Then if you have nine or more cards in hand, you may play the exiled card without paying its mana cost.

Creature — Elf Druid
{T}: Add X mana of any one color, where X is the number of Elves on the battlefield.

Creature — Elf
Whenever another nontoken Elf enters, you may create a 1/1 green Insect creature token.

Land
{T}: Add {C}. {G}, {T}: Untap target Elf.
Creature — Insect
Return an Elf you control to its owner's hand: Untap target creature. Activate only once each turn.

Sorcery
Return all instant and sorcery cards from your graveyard to your hand. You have no maximum hand size for the rest of the game. Exile Wisdom of Ages.
Sorcery
Return all instant and sorcery cards from your graveyard to your hand. You have no maximum hand size for the rest of the game. Exile Wisdom of Ages.
Sorcery
Return all instant and sorcery cards from your graveyard to your hand. You have no maximum hand size for the rest of the game. Exile Wisdom of Ages.

Artifact
This artifact enters with three wish counters on it. {1}, {T}, Remove a wish counter from this artifact: Search your library for a card, put it into your hand, then shuffle. An opponent gains control of this artifact. Activate only during your turn.

Artifact
{T}: Put a coin counter on this artifact. When you do, you may cast target instant or sorcery card with mana value equal to the number of coin counters on this artifact from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead. Activate only as a sorcery.

Creature — Elemental
Flying When this creature enters, destroy target enchantment. Evoke {W} (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)

Creature — Elemental Incarnation
When this creature enters, if {G}{G} was spent to cast it, exile target artifact or enchantment an opponent controls. When this creature enters, if {U}{U} was spent to cast it, draw two cards, then discard a card. Evoke {G/U}{G/U} (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
Creature — Elemental Incarnation
When this creature enters, if {G}{G} was spent to cast it, exile target artifact or enchantment an opponent controls. When this creature enters, if {U}{U} was spent to cast it, draw two cards, then discard a card. Evoke {G/U}{G/U} (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)

Artifact
When this artifact enters, destroy all Curses attached to you. You have hexproof. (You can't be the target of spells or abilities your opponents control, including Aura spells.)

Artifact
When this artifact 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.) {3}{U}, Sacrifice this artifact: Draw two cards.

Legendary Creature — Wraith Noble
Flying Whenever Witch-king attacks, defending player sacrifices a creature with the least power among creatures they control.
Legendary Creature — Wraith Noble
Flying Whenever Witch-king attacks, defending player sacrifices a creature with the least power among creatures they control.
Legendary Creature — Wraith Noble
Flying Whenever one or more creatures deal combat damage to you, each opponent sacrifices a creature of their choice that dealt combat damage to you this turn. The Ring tempts you. Discard a card: Witch-king of Angmar gains indestructible until end of turn. Tap him.