Inventory last scanned: 5/17/2026, 6:52:00 PM
Instant
Choose one — • Conceal — Until end of turn, target creature you control becomes a Citizen with base power and toughness 1/1 and gains hexproof. • Reveal — Until end of turn, target creature you control becomes a Hero with base power and toughness 3/4 and gains flying and vigilance.
Sorcery — Lesson
As an additional cost to cast this spell, you may waterbend {10}. You control target opponent during their next combat phase. If this spell's additional cost was paid, you control that player during their next turn instead. (You see all cards that player could see and make all decisions for them.) Exile Secret of Bloodbending.
Enchantment
Whenever you cast a spell from your graveyard, draw a card.
Land — Cave
This land can't be blocked. {T}: Add {C}. {4}, {T}: Two target creatures you control that share a creature type can't be blocked this turn.
Instant
Create X 1/1 white Warrior creature tokens.
Creature — Human Warlock
Menace Ward—Pay 3 life. (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays 3 life.) Magecraft — Whenever you cast or copy an instant or sorcery spell, create a 1/1 black and green Pest creature token with "When this token dies, you gain 1 life."
Creature — Scorpion
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
Creature — Troll
This creature gets +1/+1 as long as you control a Swamp. {B}: Regenerate this creature.
Creature — Zombie Wizard
When this creature enters, if you control a blue permanent, return target nonland permanent to its owner's hand.
Creature — Spirit
Untap all permanents you control during each other player's untap step.
Sorcery
Destroy all artifacts. They can't be regenerated. The controller of each of those artifacts gains life equal to its mana value.
Creature — Elf
{T}: Untap target creature.
Creature — Human Warrior
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Whenever you cast a noncreature spell, this creature gains lifelink until end of turn.
Sorcery
Look at the top three cards of your library. Put one of those cards into your hand and the rest on the bottom of your library in any order. If this spell was cast from anywhere other than your hand, put each of those cards into your hand instead.
Sorcery
Reveal the top eight cards of your library. You may put a creature card from among them onto the battlefield. Put the rest into your graveyard. Ferocious — If you control a creature with power 4 or greater, you may put two creature cards onto the battlefield instead of one.
Sorcery
Buyback {3} (You may pay an additional {3} as you cast this spell. If you do, put this card into your hand as it resolves.) Target creature gets +3/+0 until end of turn.
Creature — Angel
Flying, vigilance
Enchantment
Discard a land card: This enchantment deals 2 damage to any target.
Legendary Creature — Demon Spirit
At the beginning of each player's upkeep, that player loses 2 life and draws two cards.
Sorcery
Untap target creature. After this main phase, there is an additional combat phase followed by an additional main phase. Flashback {2}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
As an additional cost to cast this spell, discard a card. Draw two cards and create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
Land
This land enters tapped. When this land enters, target creature you control gains protection from the color of your choice until end of turn. {T}: Add {W}.
Instant
Choose one — • Target creature gets +2/+2 and gains trample until end of turn. • Exile target creature with power 5 or greater. • Create a 2/2 white Knight creature token with vigilance.
Creature — Centaur Druid
{2}{G}: Exile target creature card from a graveyard, then populate. (Create a token that's a copy of a creature token you control.)
Land — Gate
This land enters tapped. {T}: Add {G} or {W}.
Artifact
{T}: Add {G} or {W}. {G/W}{G/W}{G/W}{G/W}, {T}, Sacrifice this artifact: Draw two cards.
Land
This land enters tapped. When this land enters, return a land you control to its owner's hand. {T}: Add {G}{W}.
Creature — Dog
Sacrifice this creature: Another target creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Creature — Spirit Cleric
Flying Sacrifice this creature: Creatures you control gain indestructible until end of turn.
Legendary Creature — Elf Scout
Parley — {T}: Each player reveals the top card of their library. For each nonland card revealed this way, add {G} and you gain 1 life. Then each player draws a card.
Legendary Creature — Elf Scout
Whenever another creature enters, its controller may draw a card if its power is greater than each other creature's power. {G}, {T}: Add X mana in any combination of colors, where X is the greatest power among creatures you control.
Sorcery
Council's dilemma — Starting with you, each player votes for wild or free. Reveal cards from the top of your library until you reveal a creature card for each wild vote. Put those creature cards onto the battlefield, then shuffle the rest into your library. You may put a permanent card from your hand onto the battlefield for each free vote.
Artifact
Imprint — When this artifact enters, you may exile a nonland card from your hand. Spells you cast that share a card type with the exiled card cost {2} less to cast.
Sorcery
Each opponent discards a card. You create a 1/1 black and green Pest creature token with "Whenever this token attacks, you gain 1 life."
Creature — Vampire
Flying (This creature can't be blocked except by creatures with flying or reach.) Whenever a creature dealt damage by this creature this turn dies, put a +1/+1 counter on this creature.
Legendary Creature — Fox Samurai
Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.) {1}{W}, {T}: Put a training counter on target creature. That creature gains bushido 1 and becomes a Samurai in addition to its other creature types. Activate only as a sorcery.
Artifact
{1}: Look at the top three cards of your library, then put them back in any order. {T}: Draw a card, then put this artifact on top of its owner's library.
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 and has vigilance. Escape—{W}, Exile two other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Creature — Sliver
Sliver creatures you control have vigilance. (Attacking doesn't cause them to tap.)
Artifact
Whenever an instant or sorcery spell is cast during your turn, this artifact deals damage to any target equal to 1 plus the number of instant and sorcery spells cast before that spell this turn.
Legendary Artifact Creature — Human Wizard
At the beginning of your upkeep, choose target opponent. This turn, that player can't cast spells or activate abilities and plays with their hand revealed. You may play lands and cast spells from that player's hand this turn.
Legendary Creature — Angel
You may pay {W} and tap four untapped creatures you control with flying rather than pay this spell's mana cost. Flying, lifelink Other creatures you control with flying have indestructible. (Damage and effects that say "destroy" don't destroy them.)
Creature — Phyrexian Rat
Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) Whenever this creature attacks, if defending player is poisoned, it gets +1/+1 until end of turn.
Creature — Avatar
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) When this creature enters, for each opponent, you may put up to one target creature card from that player's graveyard onto the battlefield under your control.
Land
{T}: Add {C}. {4}, {T}, Sacrifice this land: Mill five cards. Then you may put an artifact card from your graveyard on top of your library.
Creature — Angel
Flying {W}: This creature gains vigilance until end of turn. {B}: This creature gains deathtouch until end of turn. Afterlife 2 (When this creature dies, create two 1/1 white and black Spirit creature tokens with flying.)
Land
When this land enters, you gain 1 life. Whenever an Angel you control enters, you gain 1 life. {T}: Add {C}.
Enchantment
At the beginning of your upkeep, destroy all artifacts and enchantments. They can't be regenerated.
Enchantment Creature — Serpent
Krakens, Leviathans, Octopuses, and Serpents you control can't be blocked except by Krakens, Leviathans, Octopuses, and Serpents.
Creature — Angel
Flying Vigilance (Attacking doesn't cause this creature to tap.)
Creature — Human Monk
Lifelink (Damage dealt by this creature also causes you to gain that much life.) As long as you have 30 or more life, this creature gets +5/+5 and has flying.
Creature — Avatar
Serra Avatar's power and toughness are each equal to your life total. When Serra Avatar is put into a graveyard from anywhere, shuffle it into its owner's library.
Creature — Angel
Flying Once during each of your turns, you may play a land from your graveyard or cast a permanent spell with mana value 3 or less from your graveyard. If you do, it gains "When this permanent is put into a graveyard from the battlefield, exile it and you gain 2 life."