2710 Old Lebanon Rd #28, Nashville, TN, 37214
Cards Tracked
8333
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Inventory last scanned: 6/22/2026, 6:05:47 PM
Legendary Creature — Human Wizard
When Mairsil enters, you may exile an artifact or creature card from your hand or graveyard and put a cage counter on it. Mairsil has all activated abilities of all cards you own in exile with cage counters on them. You may activate each of those abilities only once each turn.
Legendary Creature — Human Noble Ally
First strike Whenever a player casts a noncreature spell, they lose 2 life.
Legendary Creature — Bird Soldier
Flying {3}{W}{W}, Sacrifice Major Teroh: Exile all black creatures.
Sorcery
Each opponent separates the creatures they control into two piles. For each opponent, you choose one of their piles. Each opponent sacrifices the creatures in their chosen pile. (Piles can be empty.)
Instant
Return target creature card from your graveyard to the battlefield with a mannequin counter on it. For as long as that creature has a mannequin counter on it, it has "When this creature becomes the target of a spell or ability, sacrifice it."
Creature — Vampire Shaman
Flying, protection from white When this creature enters, each opponent loses life equal to the number of Vampires you control. You gain life equal to the life lost this way.
Legendary Creature — Phyrexian Elephant Wizard
When Malcator enters, create a 3/3 colorless Phyrexian Golem artifact creature token. At the beginning of your end step, if three or more artifacts entered the battlefield under your control this turn, create a 3/3 colorless Phyrexian Golem artifact creature token.
Legendary Creature — Siren Pirate
Flying, haste Whenever you cast your second spell each turn, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Instant
Tap X target artifacts, creatures, and/or lands. You lose X life.
Enchantment
Cumulative upkeep {1} (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) At the beginning of your upkeep, put a growth counter on this enchantment. At the beginning of each opponent's draw step, that player draws an additional card for each growth counter on this enchantment, then this enchantment deals damage to the player equal to the number of cards they drew this way.
Enchantment
This enchantment enters with X charge counters on it. Remove a charge counter from this enchantment: Add one mana of any color. Activate only once each turn. At the beginning of your upkeep, if this enchantment has no charge counters on it, return it to its owner's hand.
Enchantment
At the beginning of your end step, you may reveal your hand and put all land cards from it onto the battlefield. If you do, discard your hand.
Enchantment
At the beginning of each player's end step, put a charge counter on this enchantment for each untapped land that player controls. Remove a charge counter from this enchantment: Add {C}. Any player may activate this ability but only during their turn before the end step.
Sorcery
You and target opponent each flip a coin. Mana Clash deals 1 damage to each player whose coin comes up tails. Repeat this process until both players' coins come up heads on the same flip.
Land
{T}, Pay 1 life: Add one mana of any color.
Artifact
At the beginning of your upkeep, flip a coin. If you lose the flip, this artifact deals 3 damage to you. {T}: Add {C}{C}.
Artifact
{1}, {T}: Add one mana of any color.
Instant
Counter target spell. At the beginning of your next main phase, add an amount of {C} equal to that spell's mana value.
Sorcery
Add {R} for each tapped land your opponents control.
Instant
Counter target spell unless its controller pays {3}.
Artifact
Instant and enchantment spells you cast cost {2} less to cast.
Instant
Counter target spell unless its controller pays {1}.
Artifact
This artifact doesn't untap during your untap step. At the beginning of your upkeep, you may pay {4}. If you do, untap this artifact. At the beginning of your draw step, if this artifact is tapped, it deals 1 damage to you. {T}: Add {C}{C}{C}.
Enchantment
When you cast this spell, counter it unless you sacrifice a land. At the beginning of each player's upkeep, that player sacrifices a land of their choice. When there are no lands on the battlefield, sacrifice this enchantment.
Sorcery
Choose target creature you control. Destroy all creatures with power less than that creature's power.
Legendary Creature — Human Wizard
{T}: Exile Mangara and target permanent.
Artifact — Book
When this artifact enters, search your library for five cards, exile them in a face-down pile, and shuffle that pile. Then shuffle your library. {2}: The next time you would draw a card this turn, instead put the top card of the exiled pile into its owner's hand.
Legendary Creature — Human Cleric
Lifelink Whenever an opponent attacks with creatures, if two or more of those creatures are attacking you and/or planeswalkers you control, draw a card. Whenever an opponent casts their second spell each turn, draw a card.
Creature — Human Wizard
When this creature enters, create a 0/0 green and blue Fractal creature token. Put X +1/+1 counters on it, where X is the number of cards in your hand.
Artifact
{1}, {T}: Untap another target artifact. {3}, {T}: Target creature can't be blocked this turn.
Token Creature — Mouse Soldier
At the beginning of combat on your turn, target Mouse you control gains your choice of double strike or trample until end of turn. (This token's mana cost is {1}{R}.)
Creature — Jellyfish
When this creature enters, return target creature to its owner's hand.
Artifact — Equipment
Equipped creature gets +1/+2 and has "{T}: Destroy target Equipment." Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Creature — Human Monk
Flying, vigilance, haste
Enchantment — Aura
Enchant creature you control When this Aura enters, return any number of target Aura and/or Equipment cards from your graveyard to the battlefield attached to enchanted creature. Enchanted creature gets +1/+1 for each Aura and Equipment attached to it.
Legendary Creature — Elf Wizard
Players can't draw cards. At the beginning of each player's draw step, that player loses 3 life, searches their library for a card, puts it into their hand, then shuffles.
Legendary Creature — Elemental Beast
Marath enters with a number of +1/+1 counters on it equal to the amount of mana spent to cast it. {X}, Remove X +1/+1 counters from Marath: Choose one — • Put X +1/+1 counters on target creature. X can't be 0. • Marath deals X damage to any target. X can't be 0. • Create an X/X green Elemental creature token. X can't be 0.
Creature — Shark Pirate
Whenever you discard one or more cards, put that many +1/+1 counters on this creature. Cycling {2} ({2}, Discard this card: Draw a card.)
Enchantment
When this enchantment enters, you become the monarch. Whenever a creature attacks you or a planeswalker you control, that creature's controller loses 1 life.
Creature — Human Rogue
Dethrone (Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1 counter on it.) {1}{U}{R}: Target creature you control gains haste until end of turn and can't be blocked this turn.
Sorcery
Return any number of target Ally creature cards with total mana value 8 or less from your graveyard to the battlefield.
Instant
As an additional cost to cast this spell, you may exile any number of green cards from your hand. This spell costs {2} less to cast for each card exiled this way. Choose target creature with mana value less than X. Search your library for a creature card with the same name as that creature, put it onto the battlefield tapped, then shuffle.
Instant
As an additional cost to cast this spell, you may exile any number of white cards from your hand. This spell costs {2} less to cast for each card exiled this way. Exile target artifact, creature, or enchantment with mana value X or less.
Instant
As an additional cost to cast this spell, you may exile any number of red cards from your hand. This spell costs {2} less to cast for each card exiled this way. Exile the top X cards of your library. You may play up to two of those cards until the end of your next turn.