2710 Old Lebanon Rd #28, Nashville, TN, 37214
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Inventory last scanned: 6/14/2026, 6:07:30 PM
Legendary Enchantment Creature — Harpy
Flying At the beginning of your end step, you may exile an enchantment card from your graveyard. If you do, create a 2/2 black Zombie creature token.
Creature — Human Wizard
Tap two untapped Wizards you control: Tap target permanent.
Sorcery
Exile all permanents. You discard your hand.
Artifact
{2}, {T}, Sacrifice this artifact: Destroy all nontoken permanents with a name originally printed in the Homelands expansion. They can't be regenerated.
Legendary Creature — Bison Ally
Flash Flying When Appa enters, airbend any number of other target nonland permanents you control. (Exile them. While each one is exiled, its owner may cast it for {2} rather than its mana cost.) Whenever you cast a spell from exile, create a 1/1 white Ally creature token.
Legendary Creature — Bison Ally
Flying, vigilance Whenever Appa or another Ally you control enters, creatures you control get +1/+1 and gain flying and vigilance until end of turn.
Instant
Choose one or both — • Target creature gets +1/+1 until end of turn. • Return target creature to its owner's hand.
Sorcery
Create a token that's a copy of target non-Aura permanent you control, except it's a 0/0 Fractal creature in addition to its other types. Put six +1/+1 counters on it.
Creature — Human Wizard Sorcerer
{T}: This creature deals 1 damage to any target. Activate only during your turn, before attackers are declared.
Legendary Creature — Human Scientist
At the beginning of your end step, draw a card for each card type among spells you've cast this turn.
Legendary Creature — Human Detective
Whenever a Mutant, Ninja, or Turtle you control enters, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.") Partner—Character select
Creature — Elemental Beast
Discard a card: Switch this creature's power and toughness until end of turn.
Legendary Creature — Spider Human Hero
Web-slinging {W} (You may cast this spell for {W} if you also return a tapped creature you control to its owner's hand.) As Arachne enters, look at an opponent's hand, then choose a card type other than creature. Spells of the chosen type cost {1} more to cast.
Instant
Create X 1/2 green Spider creature tokens with reach, where X is the number of creatures attacking you. Prevent all combat damage that would be dealt this turn by non-Spider creatures.
Legendary Creature — Human Soldier
Enlist (As this creature attacks, you may tap a nonattacking creature you control without summoning sickness. When you do, add its power to this creature's until end of turn.) Whenever a creature you control attacks, if it enlisted a creature this combat, the creature that attacked gains double strike until end of turn. If that creature's power is 4 or greater, draw a card.
Legendary Creature — Human Soldier
Enlist (As this creature attacks, you may tap a nonattacking creature you control without summoning sickness. When you do, add its power to this creature's until end of turn.) Whenever a creature you control attacks, if it enlisted a creature this combat, the creature that attacked gains double strike until end of turn. If that creature's power is 4 or greater, draw a card.
Legendary Creature — Human Elf Noble
Vigilance Whenever Aragorn and Arwen enters or attacks, put a +1/+1 counter on each other creature you control. You gain 1 life for each other creature you control.
Legendary Creature — Human Noble
Vigilance, lifelink When Aragorn enters, you become the monarch. Whenever Aragorn attacks, up to one target creature can't block this turn. If you're the monarch, creatures can't block this turn.
Legendary Creature — Human Noble
Whenever you cast a white spell, create a 1/1 white Human Soldier creature token. Whenever you cast a blue spell, scry 2. Whenever you cast a red spell, Aragorn deals 3 damage to target opponent. Whenever you cast a green spell, target creature gets +4/+4 until end of turn.
Legendary Creature — Human Noble
Whenever you cast a white spell, create a 1/1 white Human Soldier creature token. Whenever you cast a blue spell, scry 2. Whenever you cast a red spell, Aragorn deals 3 damage to target opponent. Whenever you cast a green spell, target creature gets +4/+4 until end of turn.
Legendary Creature — Cat Avatar
Eminence — At the beginning of combat on your turn, if Arahbo is in the command zone or on the battlefield, another target Cat you control gets +3/+3 until end of turn. Whenever another Cat you control attacks, you may pay {1}{G}{W}. If you do, it gains trample and gets +X/+X until end of turn, where X is its power.
Creature — Giant Wizard
Vigilance When this creature enters, each player's life total becomes the highest life total among all players.
Creature — Giant
Reach {3}{G}{G}{G}: Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.) When this creature becomes monstrous, destroy target creature with flying an opponent controls.
Creature — Elf Druid
{T}: Untap target Forest.
World Enchantment
Creatures can't attack a player unless that player cast a spell or put a nontoken permanent onto the battlefield during their last turn.
Legendary Creature — Human Doctor
{T}: Draw a card, then discard a card. Put a quest counter on Arcade Gannon. For Auld Lang Syne — Once during each of your turns, you may cast an artifact or Human spell from your graveyard with mana value less than or equal to the number of quest counters on Arcade Gannon.
Legendary Creature — Elder Dragon
Flying At the beginning of your upkeep, sacrifice Arcades Sabboth unless you pay {G}{W}{U}. Each untapped creature you control gets +0/+2 as long as it's not attacking. {W}: Arcades Sabboth gets +0/+1 until end of turn.
Legendary Creature — Elder Dragon
Flying At the beginning of your upkeep, sacrifice Arcades Sabboth unless you pay {G}{W}{U}. Each untapped creature you control gets +0/+2 as long as it's not attacking. {W}: Arcades Sabboth gets +0/+1 until end of turn.
Creature — Human Wizard
{2}{U}, {T}: Target player draws a card, then exiles a card from their hand. If a creature card is exiled this way, that player creates a token that's a copy of that card. When this creature leaves the battlefield, exile all tokens created with it at the beginning of the next end step.
Instant
Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep. You draw a card at the beginning of the next turn's upkeep.
Instant
Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep. You draw a card at the beginning of the next turn's upkeep.
Instant
Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep. You draw a card at the beginning of the next turn's upkeep.
Enchantment
Each player can't cast more than one spell each turn.
Land
{T}: Add {C}. {1}, {T}: Until end of turn, creatures your opponents control lose hexproof and shroud and can't have hexproof or shroud.
Enchantment
Instant and sorcery spells cost {2} less to cast.
Artifact Creature — Wizard
Prototype {1}{U}{U} — 2/1 (You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.) When this creature enters, if you cast it, exile target instant or sorcery card with mana value less than or equal to this creature's power from your graveyard. Copy that card. You may cast the copy without paying its mana cost.
Land
This land enters tapped. {T}: Add {W}, {U}, or {B}.
Artifact
{T}: Add one mana of any color in your commander's color identity.
Artifact
{T}: Add one mana of any color in your commander's color identity.
Artifact
{T}: Add one mana of any color in your commander's color identity.
Artifact
{T}: Add one mana of any color in your commander's color identity.
Artifact
{T}: Add one mana of any color in your commander's color identity.
Artifact
{T}: Add one mana of any color in your commander's color identity.
Artifact
{T}: Add one mana of any color in your commander's color identity.
Artifact
{T}: Add one mana of any color in your commander's color identity.
Artifact
{T}: Add one mana of any color in your commander's color identity.
Artifact
{T}: Add one mana of any color in your commander's color identity.
Instant
Choose target creature. Whenever that creature is dealt damage this turn, it deals that much damage to each other creature and each player.
Artifact Creature — Horror
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) At the beginning of your upkeep, you may move a +1/+1 counter from target creature onto this creature. Modular 3 (This creature enters with three +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
Artifact Creature — Beast
Sacrifice an artifact: Put a +1/+1 counter on this creature. Modular 1 (This creature enters with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
Artifact Creature — Golem
Remove a +1/+1 counter from this creature: Put target artifact card from your graveyard on top of your library. Modular 2 (This creature enters with two +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
Land
{T}: Add {C}. {T}, Sacrifice this land: Add one mana of any color.
Creature — Angel
Flying, vigilance
Legendary Creature — Angel // Legendary Creature — Angel
Creature — Angel
Flying Lifelink (Damage dealt by this creature also causes you to gain that much life.) Whenever you gain life, put a +1/+1 counter on each creature you control.
Instant
Choose one — • Search your library for a creature or land card and reveal it. Put it onto the battlefield tapped if it's a land card. Otherwise, put it into your hand. Then shuffle. • Put a +1/+1 counter on target creature you control. It deals damage equal to its power to target creature you don't control. • Exile target artifact or enchantment.
Instant
Choose one — • Search your library for a creature or land card and reveal it. Put it onto the battlefield tapped if it's a land card. Otherwise, put it into your hand. Then shuffle. • Put a +1/+1 counter on target creature you control. It deals damage equal to its power to target creature you don't control. • Exile target artifact or enchantment.