Inventory last scanned: 5/17/2026, 8:03:39 PM
Instant
Creatures you control get +2/+0 until end of turn. If you control an outlaw, exile the top card of your library. Until the end of your next turn, you may play that card. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.)
Enchantment
At the beginning of your upkeep, choose one at random. Create a red and white creature token with those characteristics. • 3/1 Human Warrior with trample and haste. • 2/1 Human Cleric with lifelink and haste. • 1/2 Human Rogue with haste and "When this token enters, it deals 1 damage to any target."
Sorcery
Put a +1/+1 counter on target creature you control, then it fights target creature you don't control. (Each deals damage equal to its power to the other.) Adamant — If at least three green mana was spent to cast this spell, the creature you control gains indestructible until end of turn.
Enchantment
Start your engines! (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.) When this enchantment enters, it deals 5 damage to up to one target creature or planeswalker. {2}, Sacrifice this enchantment: It deals 2 damage to each player who doesn't have max speed.
Enchantment
As this enchantment enters, choose Khans or Dragons. • Khans — At the beginning of your upkeep, exile the top card of your library. Until end of turn, you may play that card. • Dragons — Whenever a creature you control leaves the battlefield, this enchantment deals 1 damage to any target.
Sorcery
Choose one — • Destroy target artifact or enchantment. • Target creature you control explores, then it explores again. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on that creature, then put the card back or put it into your graveyard. Then repeat this process.)
Creature — Lizard Wizard
At the beginning of combat on your turn, you may pay {E}{E}{E}. If you do, put a +1/+1 counter on this creature. Whenever this creature attacks, double its power until end of turn. Whenever this creature deals combat damage to a creature, if that creature was dealt excess damage this turn, you get X {E}, where X is that excess damage.
Sorcery
Creatures you control get +2/+2 and gain trample until end of turn. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Land
{1}, {T}: Add {G}{U}.
Land — Swamp Forest
({T}: Add {B} or {G}.) As this land enters, you may pay 2 life. If you don't, it enters tapped.
Creature — Elf Druid
{T}: Add one mana of any color. {T}: Add two mana of any one color. Spend this mana only to turn permanents face up.
Sorcery
Creatures you control get +3/+3 and gain trample until end of turn. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Sorcery
Exile all creatures. Each player creates a 0/0 green and blue Fractal creature token and puts a number of +1/+1 counters on it equal to the total power of creatures they controlled that were exiled this way.
Sorcery
Creatures you control gain vigilance and trample until end of turn. Roll a d20. 1—9 | Creatures you control get +2/+2 until end of turn. 10—19 | Put two +1/+1 counters on each creature you control. 20 | Put four +1/+1 counters on each creature you control.
Instant
Choose one or both — • Overwhelming Surge deals 3 damage to target creature. • Destroy target noncreature artifact.
Instant — Lesson
Overwhelming Victory deals 5 damage to target creature. Each creature you control gains trample and gets +X/+0 until end of turn, where X is the amount of excess damage dealt this way.
Creature — Ogre Mercenary
Whenever you commit a crime during your turn, this creature gains indestructible until end of turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime. Damage and effects that say "destroy" don't destroy a creature with indestructible.)
Legendary Creature — Phyrexian Nightmare
Flying Ward—{3}, Pay 3 life. Whenever you cast a noncreature spell, create X 1/1 red Phyrexian Goblin creature tokens, where X is the mana value of that spell. They gain haste until end of turn.
Legendary Creature — Human Artificer
{2}{G}, {T}: Create a 1/1 colorless Servo artifact creature token. {4}{G}, {T}: Create an X/X colorless Construct artifact creature token, where X is the number of creatures you control.
Creature — Bird
Flying When this creature enters, draw a card, then discard a card.
Creature — Bird Bear
Mama's Coming — Whenever this creature attacks a player who controls eight or more lands, look at the top eight cards of your library. You may put a creature card from among them onto the battlefield tapped and attacking that player. Put the rest on the bottom of your library in a random order.
Creature — Goblin Druid
At the beginning of your end step, if creatures you control have total power 8 or greater, draw a card.
Creature — Bird Cleric
Flying When this creature enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.) Whenever one or more cards leave your graveyard, this creature gets +1/+1 until end of turn.
Sorcery — Lesson
Ozai's Cruelty deals 2 damage to target player. That player discards two cards.
Creature — Human Pilot
Exhaust — {2}{R}: Put a +1/+1 counter on this creature. It gains double strike until end of turn. (Activate each exhaust ability only once.)
Enchantment — Aura
Enchant creature Enchanted creature can't attack or block.
Instant
Attacking creatures get +X/+0 until end of turn, where X is the number of players being attacked. Draw a card.
Creature — Wolf Spirit
Flash When this creature enters, you may discard a land card. If you do, create a 2/2 green Wolf creature token.
Legendary Artifact Creature — Construct
{T}: Add {C}. Grandeur — Discard another card named Page, Loose Leaf: Reveal cards from the top of your library until you reveal an instant or sorcery card. Put that card into your hand and the rest on the bottom of your library in a random order.
Instant
Roll two six-sided dice. Return any number of cards with total mana value X or less from your graveyard to your hand, where X is the total of those results. Exile Pair o' Dice Lost.
Creature — Human Soldier
When this creature enters, you become the monarch. When this creature enters, exile target creature an opponent controls until an opponent becomes the monarch.
Creature — Human Soldier
When this creature enters, you become the monarch.
Artifact — Equipment
Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) Equipped creature gets +2/+1, has ward {1}, and is a Knight in addition to its other types. Lightbringer and Hero's Shield — Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.)
Creature — Human Archer
Reach Whenever a creature with flying attacks you or a planeswalker you control, this creature deals damage equal to its power to that creature.
Creature — Dinosaur
Reach {T}: This creature deals 2 damage to each opponent.
Legendary Creature — Dwarf Wizard
Whenever you cast a noncreature spell, Papalymo Totolymo deals 1 damage to each opponent and you gain 1 life. {4}, {T}, Sacrifice Papalymo Totolymo: Each opponent who lost life this turn sacrifices a creature with the greatest power among creatures they control.
Land
This land enters tapped. {T}: Add {G} or {U}. {2}{G}{U}, {T}: Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Creature — Elf Druid
Reach When this creature enters, look at the top five cards of your library. You may reveal a land card or a card with {X} in its mana cost from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Creature — Dragon
Flying Whenever one or more Dragons you control deal combat damage to an opponent, choose one that hasn't been chosen this turn — • Destroy target artifact that opponent controls. • This creature deals 4 damage to each other opponent. • Exile the top card of your library. You may play it this turn.
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and is goaded. (It attacks each combat if able and attacks a player other than you if able.) Whenever enchanted creature attacks, its controller loses 2 life and you gain 2 life.
Artifact Creature — Clue Myr
{2}, Sacrifice this creature: Draw a card.
Creature — Human Knight
Flying Vigilance (Attacking doesn't cause this creature to tap.) Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)
Creature — Goat Employee
Whenever another creature you own enters, you get {TK}. {W}, {T}: You may put a sticker on a creature you own that entered this turn.
Artifact
{1}, Sacrifice this artifact: Search your library for a land card that doesn't have the same art as a permanent you control, reveal it, put it into your hand, then shuffle.
Sorcery
Return up to two target creature cards that each have a hat and/or mana value 3 or less from your graveyard to the battlefield.
Creature — Tiefling Warlock
Lifelink When this creature enters, you take the initiative. At the beginning of your end step, if you have the initiative, put a +1/+1 counter on this creature.
Artifact — Vehicle
Whenever this Vehicle attacks, you may pay {U}. When you do, another target attacking creature can't be blocked this turn. Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
Creature — Human Wizard
{2}{U}: Target creature can't be blocked this turn.
Artifact
As this artifact enters, choose a creature type. Creatures you control of the chosen type get +1/+1. {T}: Add one mana of any color.
Artifact Creature — Gnome
Discard a card: Regenerate this creature. (The next time this creature would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
Land
This land enters tapped. {T}: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Enchantment
Whenever a creature you control enters, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the creature, then put the card back or put it into your graveyard.)
Instant
Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Enchantment — Aura
Enchant creature Enchanted creature can't attack or block. {5}, Sacrifice this Aura: Exile enchanted creature. Create a 1/1 white Ally creature token. Activate only during your turn.
Enchantment
When this enchantment enters, search your library for a basic land card, reveal it, put it into your hand, then shuffle. {2}{W}{U}{B}{R}{G}, Sacrifice this enchantment: You gain 2 life and draw two cards. Target opponent loses 2 life. This enchantment deals 2 damage to up to one target creature. You create a 2/2 green Bear creature token.
Creature — Human Scout
When this creature enters, mill three cards. Put a land card from among the milled cards into your hand. If you can't, create a Treasure token. (To mill three cards, put the top three cards of your library into your graveyard.)