2710 Old Lebanon Rd #28, Nashville, TN, 37214
Cards Tracked
8346
In Stock
8335
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Inventory last scanned: 6/21/2026, 6:05:48 PM
Creature — Troll Noble
Vigilance, trample When this creature enters, if you cast it from your hand, create three Food tokens. (They're artifacts with "{2}, {T}, Sacrifice this token: You gain 3 life.") Sacrifice three Foods: Return this card from your graveyard to the battlefield. Activate only during your turn.
Sorcery
All creatures get -4/-4 until end of turn. You become the monarch.
Enchantment
At the beginning of your end step, you may sacrifice a nontoken creature. If you do, create X 2/2 green Wolf creature tokens, where X is the sacrificed creature's toughness.
Sorcery
Destroy target creature or enchantment an opponent controls. You lose life equal to that permanent's mana value.
Instant
Tap all creatures blocking target attacking creature. Prevent all combat damage that would be dealt this turn by that creature and each creature blocking it.
Legendary Creature — Human Artificer
Haste Feldon can't block. Whenever Feldon is dealt damage, exile that many cards from the top of your library. Choose one of them. Until the end of your next turn, you may play that card.
Artifact
{T}, Exile this artifact: Shuffle your graveyard into your library.
Creature — Cat Beast
When this creature enters, you may exile another target permanent you control, then return that card to the battlefield under its owner's control.
Creature — Cat Beast
Vigilance (Attacking doesn't cause this creature to tap.) Lifelink (Damage dealt by this creature also causes you to gain that much life.) At the beginning of your upkeep, if you have 40 or more life, you win the game.
Creature — Cat
Other Cats you control get +1/+1 and have protection from Dogs. Whenever one or more Cats you control deal combat damage to a player, destroy up to one target artifact or enchantment that player controls.
Legendary Creature — Ooze Rogue
Menace, ward {2} If a creature you control dealing combat damage to a player causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Legendary Creature — Human Warrior
Trample Whenever Felothar enters or attacks, you may sacrifice a nonland permanent. When you do, put a +1/+1 counter on each creature you control.
Sorcery
Look at the top five cards of your library. You may exile a creature card from among them. Put the rest on the bottom of your library in a random order. You may cast the exiled card this turn. At the beginning of the next combat phase this turn, target creature you control deals damage equal to its power to up to one target creature you don't control.
Creature — Beast
Amplify 2 (As this creature enters, put two +1/+1 counters on it for each Beast card you reveal in your hand.) Provoke (Whenever this creature attacks, you may have target creature defending player controls untap and block it if able.)
Enchantment — Aura
Enchant creature Whenever enchanted creature blocks or becomes blocked, you may put a +1/+1 counter on it.
Enchantment — Aura
Enchant land Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color.
Sorcery
Choose a card type. Target opponent reveals their hand. Create two 1/1 green Saproling creature tokens for each card of the chosen type revealed this way. (Artifact, battle, creature, enchantment, instant, kindred, land, planeswalker, and sorcery are card types.)
Creature — Human Knight
First strike, haste Whenever this creature attacks, another target attacking Knight you control gets +1/+0 until end of turn. Equip abilities you activate that target this creature cost {3} less to activate.
Enchantment
Whenever a creature you control attacks, it gets +2/+2 until end of turn.
Enchantment — Aura
Enchant creature At the beginning of your upkeep, you may put an infection counter on this Aura. At the beginning of the upkeep of enchanted creature's controller, this Aura deals X damage to that player, where X is the number of infection counters on this Aura.
Creature — Devil
Whenever you cast an instant or sorcery spell, this creature gets +2/+0 until end of turn.
Enchantment
During your turn, you may cast instant and sorcery spells from your graveyard by paying 1 life in addition to their other costs. If a card or token would be put into your graveyard from anywhere, exile it instead. {1}{R}: Sacrifice this enchantment.
Creature — Horror
{2}{B}: Adapt 2. (If this creature has no +1/+1 counters on it, put two +1/+1 counters on it.) Whenever one or more +1/+1 counters are put on this creature, you may draw two cards. If you do, you lose 2 life.
Land
{T}: Add {C}. {W/B}, {T}: Add {W}{W}, {W}{B}, or {B}{B}.
Land — Island Swamp
({T}: Add {U} or {B}.) This land enters tapped. Cycling {2} ({2}, Discard this card: Draw a card.)
Enchantment
At the beginning of each player's end step, that player draws a card. If the player is your opponent and has four or more cards in hand, this enchantment deals 2 damage to that player.
Creature — Elk
Whenever this creature attacks, another target attacking creature you control gains indestructible until end of turn. Whenever a creature or planeswalker you control becomes the target of a spell or ability an opponent controls, you may draw a card.
Creature — Efreet
Whenever this creature attacks or blocks, flip a coin at end of combat. If you lose the flip, an opponent gains control of this creature.
Enchantment
Whenever a nontoken creature is put into your graveyard from the battlefield, create a 1/1 white Spirit creature token with flying.
Creature — Nightmare
This creature gets +1/+1 for each creature card in your graveyard. {X}{B/G}, {T}, Sacrifice another creature: Search your library for a creature card with mana value X or less, put it onto the battlefield, then shuffle. Activate only as a sorcery.
Creature — Vampire Wizard
Flying Whenever this creature deals combat damage to a player, that player exiles a card from their hand. You may play that card for as long as it remains exiled. Sacrifice a Human: Regenerate this creature.
Creature — Elf
When this creature enters, you may search your library for a creature card with mana value 6 or greater, reveal it, put it into your hand, then shuffle.
Instant
If you control a commander, you may cast this spell without paying its mana cost. Counter target noncreature spell.
Enchantment
If a source you control would deal damage to a permanent or player, it deals triple that damage to that permanent or player instead.
Sorcery
Discard a card, then draw a card. When you discard a nonland card this way, Fiery Encore deals damage equal to that card's mana value to target creature or planeswalker. Storm (When you cast this spell, copy it for each spell cast before it this turn.)
Land
{T}, Pay 1 life: Add {U} or {R}. {1}, {T}, Sacrifice this land: Draw a card.
Sorcery
Fiery Justice deals 5 damage divided as you choose among any number of targets. Target opponent gains 5 life.
Instant
Fiery Temper deals 3 damage to any target. Madness {R} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) When this Class enters, search your library for an Equipment card, reveal it, put it into your hand, then shuffle. {1}{R}{W}: Level 2 Equip abilities you activate cost {2} less to activate. {3}{R}{W}: Level 3 Whenever a creature you control attacks, up to one target creature blocks it this combat if able.
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.) At the beginning of combat on your turn, put a +1/+1 counter on target creature you control. Then if you control a creature with power 7 or greater, you may play the exiled card without paying its mana cost.
Instant
Destroy all blocking creatures and all blocked creatures.
Creature — Kithkin
{G/W}: This creature becomes a Kithkin Scout with base power and toughness 2/3. {1}{G/W}{G/W}: If this creature is a Scout, it becomes a Kithkin Soldier with base power and toughness 4/5. {3}{G/W}{G/W}{G/W}: If this creature is a Soldier, it becomes a Kithkin Avatar with base power and toughness 7/8 and protection from each of your opponents.
Artifact Creature — Angel
Flying When this creature enters, you gain 3 life for each artifact you control.
Artifact Creature — Phyrexian Construct
When this creature enters, put a +1/+1 counter on each of any number of target creatures and a charge counter on each of any number of target artifacts. {1}, {T}, Sacrifice another artifact: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Creature — Incarnation
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) As long as this card is in your graveyard and you control a Swamp, creatures you control have swampwalk.
Sorcery
Draw X cards. If X is 10 or more, instead shuffle your graveyard into your library, draw X cards, untap up to five lands, and you have no maximum hand size for the rest of the game. Exile Finale of Revelation.