758 Commerce St, Tacoma, WA, 98402
Cards Tracked
9014
In Stock
9014
Rating
—
Inventory last scanned: 8/20/2026, 6:11:05 PM
Artifact — Spacecraft
When this Spacecraft enters, draw two cards, then discard a card. 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 8+.) 8+ | Flying
Artifact — Equipment
When this Equipment enters, attach it to target creature you control. Equipped creature gets +1/+1. Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)
Artifact Creature — Utrom Robot Scientist
When this creature enters, tap up to one target creature and put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Instant
Exile target nonland permanent.
Enchantment — Aura
Flash Enchant creature Enchanted creature loses all abilities and has base power and toughness 1/1. {2}{C}: Exile enchanted creature.
Creature — Dragon
Flying Whenever a Dragon you control attacks, create a 6/6 red Dragon creature token with flying.
Legendary Creature — Vampire Rogue
Whenever you commit a crime, put a +1/+1 counter on Vadmir. This ability triggers only once each turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.) As long as Vadmir has four or more +1/+1 counters on it, it has menace and lifelink.
Legendary Creature — Human Wizard
If it's neither day nor night, it becomes day as Vadrik enters. Instant and sorcery spells you cast cost {X} less to cast, where X is Vadrik's power. Whenever day becomes night or night becomes day, put a +1/+1 counter on Vadrik.
Creature — Elemental
Landfall — Whenever a land you control enters, this creature gets +2/+2 until end of turn.
Legendary Creature — Human Shaman
At the beginning of combat on your turn, for each Aura and Equipment attached to Valduk, create a 3/1 red Elemental creature token with trample and haste. Exile those tokens at the beginning of the next end step.
Creature — Human Cleric
{3}{B}, Sacrifice this creature: Return target creature card from your graveyard to the battlefield. Activate only as a sorcery.
Artifact Creature — Construct
Affinity for artifacts (This spell costs {1} less to cast for each artifact you control.) Flying When this creature enters, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Artifact — Equipment
When this Equipment enters, you may pay {4}{W}. If you do, create a 4/4 white Angel Warrior creature token with flying and vigilance, then attach this Equipment to it. Equipped creature gets +2/+1. Equip {3}
Instant
Gift a Food (You may promise an opponent a gift as you cast this spell. If you do, they create a Food token before its other effects. It's an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.") Creatures you control get +2/+0 until end of turn. If the gift was promised, target creature you control gains first strike until end of turn.
Creature — Beast
Mountaincycling {2}, forestcycling {2} ({2}, Discard this card: Search your library for a Mountain or Forest card, reveal it, put it into your hand, then shuffle.)
Enchantment
Whenever a creature you control enters, creatures you control get +1/+1 until end of turn.
Instant
Target creature can block any number of creatures this turn.
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1. When enchanted creature leaves the battlefield, create a 1/1 white Spirit creature token with flying.
Creature — Bat
Flying (This creature can't be blocked except by creatures with flying or reach.) {B}: This creature gets +1/+0 until end of turn. Activate no more than twice each turn.
Creature — Vampire
{2}, {T}: Each opponent loses 1 life and you gain 1 life.
Creature — Vampire
Play with the top card of your library revealed. As long as the top card of your library is black, this creature and other Vampire creatures you control get +2/+1 and have flying.
Creature — Vampire
{6}{B}: Each opponent loses 2 life and you gain 2 life.
Creature — Vampire Noble
Flying When this creature enters, target opponent loses 3 life and you gain 3 life.
Instant
Vampires' Vengeance deals 2 damage to each non-Vampire creature. Create a Blood token. (It's an artifact with "{1}, {T}, Discard a card, Sacrifice this token: Draw a card.")
Creature — Vampire Dragon
Flying Whenever a creature dealt damage by this creature this turn dies, put a +1/+1 counter on this creature. {1}{R}: This creature deals 1 damage to target creature.
Creature — Sliver
All Sliver creatures have "Whenever a creature dealt damage by this creature this turn dies, put a +1/+1 counter on this creature."
Creature — Vampire Knight
{1}, Sacrifice another creature or artifact: This creature gains indestructible until end of turn. Tap it.
Artifact — Equipment
Equipped creature gets +0/+3 and can block an additional creature each combat. Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)
Legendary Creature — Human Cleric
When Vanille enters, mill two cards, then return a permanent card from your graveyard to your hand. At the beginning of your first main phase, if you both own and control Vanille and a creature named Fang, Fearless l'Cie, you may pay {3}{B}{G}. If you do, exile them, then meld them into Ragnarok, Divine Deliverance.
Instant
Target nonland permanent's owner puts it on their choice of the top or bottom of their library. Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Enchantment — Aura
Enchant creature {U}{U}: Enchanted creature phases out. (While it's phased out, it's treated as though it doesn't exist. It phases in before its controller untaps during their next untap step.)
Instant
Exile target monocolored permanent.
Instant
This spell costs {3} more to cast if it targets a creature. Exile target nonland permanent.
Instant
Exile target creature. You draw cards equal to that creature's power. At the beginning of your next upkeep, return that card to the battlefield under its owner's control. If you do, discard cards equal to that creature's toughness.
Instant
Put target nonland permanent on top of its owner's library. Miracle {U} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
Artifact — Equipment
Equipped creature gets +2/+0. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
Artifact Creature — Gargoyle
Flying This creature can't attack unless defending player has seven or more cards in their graveyard. This creature can't block unless you have four or more cards in hand. {T}: Each player mills a card.
Creature — Human Knight
Flying Adamant — If at least three blue mana was spent to cast this spell, this creature enters with a +1/+1 counter on it.
Legendary Creature — Human Knight
Whenever Varchild deals combat damage to a player, that player creates that many 1/1 red Survivor creature tokens. Survivors your opponents control can't block, and they can't attack you or planeswalkers you control. When Varchild leaves the battlefield, gain control of all Survivors.
Creature — Human Warrior
Cumulative upkeep—Have an opponent create a 1/1 red Survivor creature token. (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.) Trample; rampage 1 (Whenever this creature becomes blocked, it gets +1/+1 until end of turn for each creature blocking it beyond the first.)
Legendary Creature — Zombie Wizard
Whenever you attack with one or more Zombies, draw that many cards, then discard that many cards. You gain that much life. {2}, Exile two cards from your graveyard: Create a tapped 2/2 black Zombie creature token.
Creature — Hydra
This creature enters with X +1/+1 counters on it. When this creature dies, you may distribute a number of +1/+1 counters equal to the number of +1/+1 counters on this creature among any number of creatures you control.
Sorcery
Kicker {4} (You may pay an additional {4} as you cast this spell.) Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle. If this spell was kicked, put two +1/+1 counters on each creature you control.
Land
{T}: Add {C}. {2}{W}{B}, {T}: Creatures you control gain deathtouch and lifelink until end of turn.
Instant
Kicker—Sacrifice an artifact or creature. (You may sacrifice an artifact or creature in addition to any other costs as you cast this spell.) Target creature gets -2/-2 until end of turn. If this spell was kicked, that creature gets -6/-6 until end of turn instead.
Artifact Creature — Human Wizard
{T}: Tap target creature unless its controller pays 2 life.
Land
{T}: Add {C}. {T}: Add {G} or {W}. This land doesn't untap during your next untap step.
Creature — Vedalken Wizard
When this creature enters, put target creature on top of its owner's library.
Creature — Vedalken Artificer
{T}: Add two mana of any one color. Spend this mana only to cast artifact spells or activate abilities of artifacts.
Creature — Vedalken Rogue
Whenever this creature deals damage to an opponent, you may draw a card.
Creature — Vedalken Wizard
Metalcraft — Whenever this creature attacks, if you control three or more artifacts, creatures your opponents control lose all abilities and have base power and toughness 1/1 until end of turn.
Creature — Vedalken Rogue
This creature can't be blocked. Metalcraft — This creature gets +1/+0 as long as you control three or more artifacts.