2710 Old Lebanon Rd #28, Nashville, TN, 37214
Cards Tracked
8345
In Stock
8334
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Inventory last scanned: 6/16/2026, 6:08:02 PM
Instant
The next 1 damage that would be dealt to target creature this turn is dealt to another target creature instead. Draw a card.
Enchantment
At the beginning of each of your main phases, if you haven't added mana with this ability this turn, you may add X mana of any one color, where X is the number of Islands target opponent controls.
Creature — Zombie
This creature can't block. Sacrifice a creature: Put a +1/+1 counter on this creature.
Creature — Human Advisor
Sacrifice another creature: This creature gains protection from the color of your choice until end of turn.
Legendary Creature — Human Warrior
Whenever Carth enters or a planeswalker you control dies, look at the top seven cards of your library. You may reveal a planeswalker card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. Planeswalkers' loyalty abilities you activate cost an additional [+1] to activate.
Land
{T}: Add {C}. {U/R}, {T}: Add {U}{U}, {U}{R}, or {R}{R}.
Land
Indestructible {T}: Add {C}. {5}, {T}: Add five mana in any combination of colors.
Enchantment — Case
When this Case enters, discard a card, then draw two cards. To solve — You have no cards in hand. (If unsolved, solve at the beginning of your end step.) Solved — At the beginning of your upkeep, discard your hand, then draw two cards.
Enchantment
Untapped creatures you control get +0/+2.
Land
This land enters tapped unless you control a Forest. {T}: Add {G}. {2}{G}{G}, {T}: Add six {G}. Spend this mana only to cast creature spells or activate abilities of creatures.
Land
This land enters tapped unless you control an Island. {T}: Add {U}. {2}{U}{U}, {T}: Scry 2.
Enchantment
Flash When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield. Cycling {W} ({W}, Discard this card: Draw a card.)
Sorcery
Choose one or more — • Destroy target artifact. • Destroy target creature. • Destroy target enchantment. • Destroy target land. • Destroy target planeswalker.
Sorcery
Each player chooses from among the permanents they control an artifact, a creature, an enchantment, and a land, then sacrifices the rest.
Artifact Creature — Construct
Vigilance When this creature enters, each player chooses an artifact, a creature, an enchantment, and a planeswalker from among the nonland permanents they control, then sacrifices the rest.
Creature — Eldrazi Drone
Devoid (This card has no color.) When this creature enters, create a 1/1 colorless Eldrazi Scion creature token. It has "Sacrifice this token: Add {C}." Whenever another creature you control dies, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Artifact
Flashback costs you pay cost {2} less. Flashback costs your opponents pay cost {2} more.
Creature — Human Soldier
Tap five untapped Soldiers you control: Exile target creature.
Creature — Human Soldier
Tap two untapped Soldiers you control: This creature deals 2 damage to target attacking or blocking creature.
Sorcery
Destroy all lands or all creatures. Creatures destroyed this way can't be regenerated.
Sorcery // Sorcery
Creature — Horror Mercenary
Sacrifice a creature: Regenerate this creature. {6}, {T}: Search your library for a Mercenary permanent card with mana value 6 or less, put it onto the battlefield, then shuffle.
Enchantment
Whenever a creature you control enters, put a +1/+1 counter on each creature you control.
Land
This land enters tapped. Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) {T}: Add {C}.
Creature — Cat Warrior
Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)
Artifact
{T}: Choose any number of target creatures. Each of those creatures gains persist until end of turn. (When it dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
Creature — Snake Horse Mount
Whenever this creature attacks, reveal the top card of your library and put it into your hand. You lose life equal to that card's mana value if this creature isn't saddled. Otherwise, each opponent loses that much life. Saddle 3 (Tap any number of other creatures you control with total power 3 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.)
Creature — Elemental Knight
Lifelink When this creature enters, you may sacrifice another creature. When you do, destroy target creature an opponent controls. When this creature dies, return target creature card with mana value 3 or less from your graveyard to the battlefield.
Creature — Human Knight
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) Other creatures you control with flanking have flanking. (Each instance of flanking triggers separately.)
Land
{T}: Add {C}. {1}, {T}: Add one mana of any color. {4}, {T}, Sacrifice this land: Put two +1/+1 counters on target creature. Activate only as a sorcery.
Land
As this land enters, choose a creature type. {T}: Add {C}. {T}: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type, and that spell can't be countered.
Creature — Nightmare
Mutate {3}{B} (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.) Menace (This creature can't be blocked except by two or more creatures.) Whenever this creature mutates, each opponent discards a card.
Land
{T}: Add {C}. {T}: Add {W} or {B}. This land deals 1 damage to you.
Legendary Creature — Human Warrior
Partner with Ukkima, Stalking Shadow (When this creature enters, target player may put Ukkima into their hand from their library, then shuffle.) Whenever a creature you control deals combat damage to a player, put a +1/+1 counter on that creature.
Enchantment Creature — Archon
Bestow {5}{W}{W} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached.) Flying, first strike Enchanted creature gets +4/+4 and has flying and first strike.
Enchantment
Lands you control are Plains. Nonland permanents you control are white. The same is true for spells you control and nonland cards you own that aren't on the battlefield. You may spend white mana as though it were mana of any color. You may spend other mana only as though it were colorless mana.
Creature — Bird Cleric
Flying When this creature dies, exile it, then return up to two target Bird and/or Cleric permanent cards from your graveyard to the battlefield.
Legendary Creature — Kirin Spirit
Flying Whenever you cast a Spirit or Arcane spell, destroy all permanents with that spell's mana value.
Artifact
{2}, {T}: Add one mana of any color.
Creature — Zombie
Menace When this creature enters or dies, exile another card from a graveyard. When you do, choose one — • Remove X counters from target permanent, where X is the mana value of the exiled card. • Target creature an opponent controls gets -X/-X until end of turn, where X is the mana value of the exiled card.
Creature — Spirit
Flying Whenever this creature enters or attacks, exile a card from a graveyard. You may look at the top card of your library any time. Once each turn, you may cast a spell from the top of your library if it shares a card type with a card exiled with this creature.
Creature — Zombie
Other Zombie creatures you control get +1/+1. {2}{B}, {T}: Exile target creature card from a graveyard. Create a 2/2 black Zombie creature token.
Sorcery
Create two 1/1 white Kithkin Soldier creature tokens. Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
Creature — Merfolk Scout
When this creature enters, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
Creature — Plant Centaur
Trample This creature enters with a number of +1/+1 counters on it equal to the number of land cards in all graveyards. Whenever a land card is put into a graveyard from anywhere, you may pay {G}{G}. If you do, return this card from your graveyard to your hand.
Enchantment — Room // Enchantment — Room