Inventory last scanned: 5/16/2026, 6:19:03 PM
Creature — Hydra
At the beginning of your end step, put a +1/+1 counter on this creature. Whenever another nontoken creature you control enters, it endures X, where X is the number of counters on this creature. (Put X +1/+1 counters on the creature that entered or create an X/X white Spirit creature token.)
Artifact — Spacecraft
When this Spacecraft enters, it deals damage equal to the number of artifacts you control to target creature an opponent controls. Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 6+.) 6+ | Flying
Creature — Human Rebel Ally
Haste Whenever another Ally you control enters, put a +1/+1 counter on that creature and it gains haste until end of turn.
Creature — Human Soldier Ally
{5}: Creatures you control get +1/+1 until end of turn.
Creature — Human Soldier Ally
Waterbend {5}: Look at the top four cards of your library. You may reveal a creature card with power 3 or less from among them and put it into your hand. Put the rest on the bottom of your library in a random order. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for {1}.)
Sorcery — Lesson
As an additional cost to cast this spell, waterbend {5}. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for {1}.) Return up to two target creatures to their owners' hands. Draw two cards.
Enchantment
Whenever a creature you control deals combat damage to a player, put a quest counter on this enchantment. Then if it has four or more quest counters on it, draw a card. Waterbend {4}: Target creature can't be blocked this turn. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for {1}.)
Instant — Lesson
As an additional cost to cast this spell, waterbend {X}. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for {1}.) Exile X target creatures you control. Return those cards to the battlefield under their owner's control at the beginning of the next end step.
Sorcery — Lesson
Draw three cards. Then discard a card unless you waterbend {2}. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for {1}.)
Creature — Merfolk Spellshaper
{U}, {T}, Discard a card: Return target creature to its owner's hand.
Enchantment — Aura
Enchant creature Enchanted creature doesn't untap during its controller's untap step. Waterbend {5}: Enchanted creature's owner shuffles it into their library. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for {1}.)
Sorcery
Return each creature without a +1/+1 counter on it to its owner's hand.
Enchantment Creature — Horse Fish
Whenever you cast your first spell during each opponent's turn, draw a card.
Artifact
Landfall — Whenever a land you control enters, put a charge counter on this artifact. {T}: Add one mana of any color. {T}, Remove two charge counters from this artifact: Add {C}{C}. {T}, Remove three charge counters from this artifact: It deals 3 damage to any target.
Creature — Human Nomad Cleric
{W}, {T}: Search your library for a land card, reveal it, put it into your hand, then shuffle. Activate only if an opponent controls more lands than you.
Legendary Artifact — Vehicle
Flying As long as Weatherlight Compleated has four or more phyresis counters on it, it's a Phyrexian creature in addition to its other types. Whenever a creature you control dies, put a phyresis counter on Weatherlight Compleated. Then draw a card if it has seven or more phyresis counters on it. If it doesn't, scry 1.
Artifact — Spacecraft
When this Spacecraft enters, create a 2/2 colorless Robot artifact creature token. Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 9+.) 9+ | Flying, first strike
Sorcery
Madness {X}{U}{U} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.) Gain control of target creature if its toughness is 2 or less. If this spell's madness cost was paid, instead gain control of that creature if its toughness is X or less.
Legendary Creature — Human
When Wernog, Rider's Chaplain enters or leaves the battlefield, each opponent may investigate. Each opponent who doesn't loses 1 life. You investigate X times, where X is one plus the number of opponents who investigated this way. Partner—Friends forever (You can have two commanders if both have this ability.)
Creature — Cat Spirit Avatar
Trample Whenever this creature enters or attacks, you may sacrifice a token or a land. If you do, you gain 3 life. Disappear — At the beginning of your end step, if a permanent left the battlefield under your control this turn, draw a card.
Creature — Phyrexian Zombie Knight
{B}{B}, {T}: Destroy target white creature.
Creature — Human Horror
Skulk (This creature can't be blocked by creatures with greater power.) Whenever this creature deals combat damage to a player, you may draw a card. If you do, discard a card. Whenever you discard a creature card, you may pay {2}. If you do, create a 3/2 colorless Eldrazi Horror creature token.
Instant
Any number of target opponents each discard their hands, then draw seven cards. Draw a card.
Sorcery
Suspend 4—{1}{R} (Rather than cast this card from your hand, pay {1}{R} and exile it with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.) Each player discards their hand, then draws seven cards.
Sorcery
Return all creatures to their owners' hands except for Krakens, Leviathans, Octopuses, and Serpents.
Legendary Enchantment Artifact
Creatures you control have lifelink. {2}{B}{B}, {T}: Return target creature card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step. If it would leave the battlefield, exile it instead of putting it anywhere else. Activate only as a sorcery.
Creature — Human Monk
Protection from black At the beginning of each end step, if this creature dealt damage to an opponent this turn, put a +1/+1 counter on it.
Creature — Merfolk Warrior
When this creature enters, shuffle the cards from your hand into your library, then draw that many cards. {R}, Sacrifice this creature: Each player shuffles the cards from their hand into their library, then draws that many cards.
Artifact — Equipment
Equipped creature can't be blocked and has shroud. (It can't be the target of spells or abilities.) Equip {2}
Creature — Elemental
At the beginning of your end step, manifest the top card of your library. (Put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.) Sacrifice this creature: Until end of turn, face-up nontoken creatures you control gain "When this creature dies, manifest the top card of your library."
Creature — Human Knight
First strike (This creature deals combat damage before creatures without first strike.) Protection from black (This creature can't be blocked, targeted, dealt damage, or enchanted by anything black.)
Creature — Human Soldier Ally
Vigilance Other Allies you control get +1/+1.
Artifact
This artifact enters tapped. {T}: Add X mana of any one color, where X is the greatest number of creatures you control that have a creature type in common.
Sorcery
You gain X life. Create X 1/1 colorless Phyrexian Mite artifact creature tokens with toxic 1 and "This token can't block." If X is 5 or more, destroy all other creatures. (Players dealt combat damage by a creature with toxic 1 also get a poison counter.)
Instant
Creature — Human Shaman
Whenever this creature attacks, each other creature you control gets +X/+X until end of turn, where X is this creature's power.
Creature — Human Druid
({R/G} can be paid with either {R} or {G}.) Sacrifice this creature: Add one mana of any color.
Enchantment — Aura
Enchant land Whenever enchanted land is tapped for mana, its controller adds an additional {G}.