2710 Old Lebanon Rd #28, Nashville, TN, 37214
Cards Tracked
8543
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Land
{T}: Add {C}. {3}{G}{W}, {T}, Tap two untapped creatures you control, Sacrifice this land: Create an 8/8 green and white Elemental creature token with vigilance.

Enchantment
At the beginning of your upkeep, populate. (Create a token that's a copy of a creature token you control.)

Creature β Elf Crab Warrior
{2}{G}: 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 search your library for a card named Growth-Chamber Guardian, reveal it, put it into your hand, then shuffle.

Sorcery
Put a +1/+1 counter on target creature you control, then double the number of +1/+1 counters on that creature.

Kindred Sorcery β Goblin
Choose two β β’ Create a token that's a copy of target Goblin you control. β’ Creatures target player controls get +1/+1 and gain haste until end of turn. β’ Destroy target artifact or creature. β’ Target player mills five cards, then puts each Goblin card milled this way into their hand.
Kindred Sorcery β Goblin
Choose two β β’ Create a token that's a copy of target Goblin you control. β’ Creatures target player controls get +1/+1 and gain haste until end of turn. β’ Destroy target artifact or creature. β’ Target player mills five cards, then puts each Goblin card milled this way into their hand.

Creature β Zombie Wizard
Whenever players finish voting, each opponent who voted for a choice you didn't vote for loses 2 life.

Sorcery
Choose a creature card with mana value 1 in your graveyard, then do the same for creature cards with mana value 2 and 3. Return those cards to the battlefield.

Creature β Satyr Warrior
Trample When this creature enters, if it isn't a token, create two tokens that are copies of it. When this creature dies, put a number of +1/+1 counters equal to its power on each creature you control named Gruff Triplets.

Artifact
{1}, {T}: Add {R}{G}.

Creature β Ogre Warrior
Riot (This creature enters with your choice of a +1/+1 counter or haste.) Trample During your turn, you and this creature have hexproof.
Land
This land enters tapped. When this land enters, return a land you control to its owner's hand. {T}: Add {R}{G}.

Instant
Prevent the next X damage that would be dealt to any target this turn. Until end of turn, you may pay {1} any time you could cast an instant. If you do, prevent the next 1 damage that would be dealt to that permanent or player this turn.

Creature β Archon
Flying As this creature enters, secretly choose an opponent. Reveal the player you chose: You and target permanent you control each gain protection from the chosen player until end of turn. Activate only once.
Creature β Archon
Flying As this creature enters, secretly choose an opponent. Reveal the player you chose: You and target permanent you control each gain protection from the chosen player until end of turn. Activate only once.
Creature β Troll Wizard
Flash Commander creatures you control get +2/+2. Commanders you control have hexproof.

Creature β Angel
Flying When this creature enters, exile up to one other target creature or artifact you control. Return it to the battlefield under its owner's control at the beginning of the next end step.
Creature β Angel
Flying When this creature enters, exile up to one other target creature or artifact you control. Return it to the battlefield under its owner's control at the beginning of the next end step.

Creature β 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 this creature enlists a creature, scry 2. Discard a card: This creature gains indestructible until end of turn. Tap it.

Artifact Creature β Golem
Defender (This creature can't attack.) When a creature attacks you or a planeswalker you control, if this creature has defender, it loses defender and gains trample.

Creature β Angel
Flying This creature can block any number of creatures. Whenever this creature blocks, it gets +1/+1 until end of turn for each creature it's blocking.

Enchantment
Whenever a nontoken creature you control enters, if it doesn't have the same name as another creature you control or a creature card in your graveyard, draw a card.

Creature β Horse Mount
Ward {2} Whenever this creature attacks while saddled, search your library for a nonland permanent card with mana value 3 or less, put it onto the battlefield, then shuffle. Saddle 4
Creature β Horse Mount
Ward {2} Whenever this creature attacks while saddled, search your library for a nonland permanent card with mana value 3 or less, put it onto the battlefield, then shuffle. Saddle 4

Enchantment
At the beginning of your upkeep, target opponent reveals the top three cards of their library, may put a creature card from among them onto the battlefield, then puts the rest into their graveyard. You do the same with the top three cards of your library. If two creatures are put onto the battlefield this way, those creatures fight each other.

Enchantment
When this enchantment enters, you may tap any number of untapped Gates you control. Draw a card for each Gate tapped this way. Whenever a Gate you control enters, draw a card.

Creature β Squid Beast
When this creature enters, tap all lands target player controls.

Creature β Beast
At the beginning of your upkeep, sacrifice this creature unless you put two cards from your graveyard on the bottom of your library. {G}{G}, Discard a card: You may have this creature assign its combat damage this turn as though it weren't blocked.

Instant
You may return two Islands you control to their owner's hand rather than pay this spell's mana cost. Draw two cards.

Creature β Bird Soldier
Flying Whenever this creature becomes blocked, you may untap it and remove it from combat.

Artifact
{T}: Exile a card from your hand face down. You may look at it for as long as it remains exiled. {T}: Return a card you own exiled with this artifact to your hand. When you lose control of this artifact, put all cards exiled with this artifact into their owner's graveyard.

Instant
({R/P} can be paid with either {R} or 2 life.) Gut Shot deals 1 damage to any target.

Creature β Vampire Assassin
Level up {1}{B} ({1}{B}: Put a level counter on this. Level up only as a sorcery.) LEVEL 2-3 2/2 {B}, {T}: Target creature gets -2/-2 until end of turn. LEVEL 4+ 4/4 {B}, {T}: Target creature gets -4/-4 until end of turn.

Legendary Creature β Human Rogue
{W}{U}, {T}: Put a bribery counter on target creature you don't control. Its controller draws a card. Creatures with bribery counters on them can't attack or block.

Legendary Creature β Symbiote Spider Hero
Deathtouch, lifelink Whenever Gwenom attacks, until end of turn, you may look at the top card of your library any time and you may play cards from the top of your library. If you cast a spell this way, pay life equal to its mana value rather than pay its mana cost.

Legendary Creature β Troll Warlock
Trample At the beginning of your end step, create a number of Food tokens equal to the number of nontoken creatures you had enter the battlefield under your control this turn. {1}, Sacrifice a Food: Target creature gains indestructible until end of turn. Tap it.

Creature β Elf Druid
Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.) {T}: Add {G} for each +1/+1 counter on this creature.

Legendary Creature β Hydra
Gyrus enters with a number of +1/+1 counters on it equal to the amount of mana spent to cast it. Whenever Gyrus attacks, you may exile target creature card with lesser power from your graveyard. If you do, create a token that's a copy of that card and that's tapped and attacking. Exile the token at end of combat.

Legendary Creature β Human Warrior Ally
Vigilance You may look at the top card of your library any time. You may cast Ally spells from the top of your library. Sacrifice Hakoda: Creatures you control get +0/+5 and gain indestructible until end of turn.

Legendary Creature β Human Warrior
Haktos attacks each combat if able. As Haktos enters, choose 2, 3, or 4 at random. Haktos has protection from each mana value other than the chosen number.
Legendary Creature β Human Warrior
Haktos attacks each combat if able. As Haktos enters, choose 2, 3, or 4 at random. Haktos has protection from each mana value other than the chosen number.

Legendary Creature β Human Ranger
Reach (This creature can block creatures with flying.) First strike (This creature deals combat damage before creatures without first strike.) At the beginning of combat on your turn, put X +1/+1 counters on another target creature you control, where X is Halana and Alena's power. That creature gains haste until end of turn.
Legendary Creature β Human Ranger
Reach (This creature can block creatures with flying.) First strike (This creature deals combat damage before creatures without first strike.) At the beginning of combat on your turn, put X +1/+1 counters on another target creature you control, where X is Halana and Alena's power. That creature gains haste until end of turn.

Legendary Creature β Human Wizard
Partner with Pako, Arcane Retriever (When this creature enters, target player may put Pako into their hand from their library, then shuffle.) You may play lands and cast noncreature spells from among cards you exiled that have fetch counters on them, and you may spend mana as though it were mana of any color to cast those spells.
Legendary Creature β Human Soldier
Whenever Haliya or another creature or artifact you control enters, you gain 1 life. At the beginning of your end step, draw a card if you've gained 3 or more life this turn. Warp {W} (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)

Legendary Land
{T}: Add {C}. {1}{W}, {T}: Put target enchantment card from your graveyard on top of your library.

Legendary Land
Hall of the Bandit Lord enters tapped. {T}, Pay 3 life: Add {C}. If that mana is spent on a creature spell, it gains haste.

Legendary Artifact
As Hall of Triumph enters, choose a color. Creatures you control of the chosen color get +1/+1.

Sorcery
Put all creatures on the bottom of their owners' libraries.

Land β Plains Island
({T}: Add {W} or {U}.) As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land β Plains Island
({T}: Add {W} or {U}.) As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land β Plains Island
({T}: Add {W} or {U}.) As this land enters, you may pay 2 life. If you don't, it enters tapped.
Enchantment
As long as you control seven or more enchantments, creatures you control have flying and vigilance. Whenever you cast an enchantment spell, create a white Spirit Cleric creature token with "This token's power and toughness are each equal to the number of Spirits you control."

Instant
Until end of turn, if a creature would enter and it wasn't cast, exile it instead. Draw a card.

Sorcery
Exile target nonlegendary creature, then return it to the battlefield under its owner's control. If it entered under your control, put a +1/+1 counter on it. Otherwise, tap it. Flashback {1}{W}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)