Inventory last scanned: 5/17/2026, 6:52:00 PM
Creature — Angel Cleric
Flying Whenever another Angel or Cleric you control enters, you gain life equal to that creature's toughness. As long as you have at least 7 life more than your starting life total, creatures you control get +2/+2.
Snow Creature — Human Druid
{T}: Untap another target snow permanent.
Legendary Creature — Dog Cat
Whenever you cast a Dog spell, create a 1/1 green Cat creature token. Whenever you cast a Cat spell, create a 1/1 white Dog creature token. {R}{G}{W}, {T}: Rin and Seri deals damage to any target equal to the number of Dogs you control. You gain life equal to the number of Cats you control.
Artifact — Equipment
{2}: Equipped creature gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.) At the beginning of your upkeep, put a +1/+1 counter on equipped creature if it's blue. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Artifact — Equipment
Equipped creature has trample. (It can deal excess combat damage to the player or planeswalker it's attacking.) At the beginning of your upkeep, put a +1/+1 counter on equipped creature if it's green. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Artifact — Equipment
{2}: Regenerate equipped creature. (The next time that creature would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.) At the beginning of your upkeep, put a +1/+1 counter on equipped creature if it's black. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Artifact
Whenever you activate an ability, if it isn't a mana ability, you may pay {2}. If you do, copy that ability. You may choose new targets for the copy.
Instant
You gain 1 life for each creature your opponents control. Prevent all damage that would be dealt to you this turn.
Creature — Dinosaur
Enrage — Whenever this creature is dealt damage, draw a card.
Enchantment
At the beginning of your first main phase, mill three cards. Then you may pay {1} and 3 life. If you do, put a card from among those cards into your hand.
Creature — Turtle
Flash Defender
Sorcery
Create a tapped 2/2 black Zombie creature token for each instant and sorcery card in your graveyard.
Creature — Elemental
Whenever this creature or another Elemental you control enters, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped. If you don't put the card onto the battlefield, put it into your hand.
Sorcery
Put all creature cards from all graveyards onto the battlefield under your control.
Land
{T}: Add {C}. {1}, {T}: Tap target land.
Legendary Creature — Elf Druid
When Rishkar enters, put a +1/+1 counter on each of up to two target creatures. Each creature you control with a counter on it has "{T}: Add {G}."
Sorcery
Draw cards equal to the greatest power among creatures you control. You may cast a spell with mana value 5 or less from your hand without paying its mana cost.
Instant
Target opponent may have Risk Factor deal 4 damage to them. If that player doesn't, you draw three cards. Jump-start (You may cast this card from your graveyard by discarding a card in addition to paying its other costs. Then exile this card.)
Sorcery
Surveil 2, then draw two cards. You lose 2 life. (To 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.)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Create two 0/1 black Cleric creature tokens. III — Create a 6/6 black Demon creature token with flying, trample, and "At the beginning of your upkeep, sacrifice another creature. If you can't, this token deals 6 damage to you."
Sorcery
As an additional cost to cast this spell, sacrifice a creature. Rite of Consumption deals damage equal to the sacrificed creature's power to target player or planeswalker. You gain life equal to the damage dealt this way.
Sorcery
Add {R}{R}, then add {R} for each card named Rite of Flame in each graveyard.
Enchantment
Whenever a creature you control is dealt damage, put a +1/+1 counter on it. (It must survive the damage to get the counter.)
Sorcery
Kicker {5} (You may pay an additional {5} as you cast this spell.) Create a token that's a copy of target creature. If this spell was kicked, create five of those tokens instead.
Enchantment
Creatures named Lightning Rager can't attack you or planeswalkers you control. At the beginning of each player's upkeep, that player creates a 5/1 red Elemental creature token named Lightning Rager. It has trample, haste, and "At the beginning of the end step, sacrifice this token."
Land — Lair
When this land enters, sacrifice it unless you return a non-Lair land you control to its owner's hand. {T}: Add {R}, {G}, or {W}.
Sorcery
Destroy all creatures with mana value 3 or less.
Sorcery
As an additional cost to cast this spell, sacrifice a creature. Gain control of target nonartifact, nonblack creature.
Legendary Creature — Lizard Warlock
Menace {T}: Add two mana in any combination of colors. Spend this mana only to cast Dragon creature spells. Once during each of your turns, you may cast a Dragon creature spell from your graveyard. Whenever you cast a Dragon creature spell from your graveyard, it gains "When this creature dies, exile it."
Creature — Snake
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) {G}: Regenerate this creature.
Land
{T}: Add {U}. If you played a land this turn, add {B} instead.
Land
{T}: Add {R}. {T}: Add {U}. Activate only if you control an Island or a Mountain.
Creature — Serpent
This creature can't attack unless there are five or more cards in your graveyard. Cycling {U} ({U}, Discard this card: Draw a card.)
Creature — Merfolk Warrior
This creature can't be blocked. Whenever another Merfolk you control enters, this creature gets +1/+1 until end of turn.
Sorcery
Return all nonland permanents target player controls to their owner's hand.
Sorcery
Choose one — • Return target permanent card from your graveyard to your hand. • Put your commander into your hand from the command zone. Entwine {2} (Choose both if you pay the entwine cost.)
Legendary Creature — Human Mutant
Flying, trample When Roalesk enters, put two +1/+1 counters on another target creature you control. When Roalesk dies, proliferate, then proliferate again. (Choose any number of permanents and/or players, then give each another counter of each kind already there. Then do it again.)
Creature — Human Archer Rogue
Reach, haste Whenever this creature attacks, if defending player has more cards in hand than you, exile the top card of their library. During any turn you attacked with a Rogue, you may cast that card and you may spend mana as though it were mana of any color to cast that spell.
Enchantment — Aura
Enchant creature (Target a creature as you cast this. This card enters attached to that creature.) Enchanted creature has shroud. (It can't be the target of spells or abilities.)
Creature — Elemental Performer
Reach When this creature enters, you may discard a card. If you do, reveal the top five cards of your library. Ask a person outside the game to choose which of them is most like a rock band. Put that card into your hand and the rest on the bottom of your library in a random order.
Land
This land enters tapped. {T}, Sacrifice this land: Search your library for a Swamp or Mountain card, put it onto the battlefield, then shuffle.
Legendary Creature — Elf Druid
{T}: Add {G} for each Forest you control.
Sorcery
Reveal any number of green cards in your hand. Return an enchantment card from your graveyard to your hand for each card revealed this way.
Legendary Creature — Kobold Warrior
First strike, menace, trample Partner (You can have two commanders if both have partner.)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) Whenever a creature you control deals combat damage to a player, exile the top card of that player's library face down. You may look at it for as long as it remains exiled. {1}{U}{B}: Level 2 Creatures you control have menace. {2}{U}{B}: Level 3 You may play cards exiled with this Class, and you may spend mana as though it were mana of any color to cast those spells.
Artifact — Equipment
Whenever equipped creature deals combat damage to a player, you may draw a card. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
Land
{T}: Add {C}. {4}, {T}: Target creature can't be blocked this turn.
Creature — Elemental
Flying Landfall — Whenever a land you control enters, you may gain control of target creature for as long as you control this creature.
Sorcery
Kicker {5} (You may pay an additional {5} as you cast this spell.) Roil Eruption deals 3 damage to any target. If this spell was kicked, it deals 5 damage instead.
Instant
Sacrifice a land. Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Enchantment
At the beginning of each player's upkeep, this enchantment deals 1 damage to them. Whenever a player casts a spell, if no mana was spent to cast that spell, this enchantment deals 5 damage to that player. {R}: Your opponents can't gain life this turn.