16350 Blanco Ste 116, San Antonio, TX, 78232
Cards Tracked
804
In Stock
804
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Inventory last scanned: 6/14/2026, 6:08:38 PM
Legendary Creature — Elemental Fish
Eluge's power and toughness are each equal to the number of Islands you control. Whenever Eluge enters or attacks, put a flood counter on target land. It's an Island in addition to its other types for as long as it has a flood counter on it. The first instant or sorcery spell you cast each turn costs {U} (or {1}) less to cast for each land you control with a flood counter on it.
Artifact
{1}, {T}, Sacrifice this artifact: Target creature gets +2/+2 until end of turn.
Creature — Mouse Warrior
Haste Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Valiant — Whenever this creature becomes the target of a spell or ability you control for the first time each turn, exile the top card of your library. Until end of turn, you may play that card.
Instant
Until end of turn, target non-Brushwagg creature gets +1/+1 for each supertype, card type, and subtype it has.
Creature — Crocodile
When you control no other creatures, sacrifice this creature.
Creature — Skeleton Noble
At the beginning of combat on your turn, exile up to one target card from a graveyard. {1}{B}: Adapt 2. Whenever one or more +1/+1 counters are put on this creature, put a creature card exiled with this creature onto the battlefield under your control with a finality counter on it. It gains haste. Sacrifice it at the beginning of the next end step.
Creature — Wurm
Trample At the beginning of your upkeep, sacrifice this creature unless you sacrifice an enchantment.
Legendary Creature — Human Wizard
Whenever you cast a creature spell, create X 1/1 black Thrull creature tokens, where X is that spell's mana value. When you control seven or more Thrulls, sacrifice Endrek Sahr.
Creature — Elemental Incarnation
Flash Reach When this creature enters, up to one target player puts all the cards from their graveyard on the bottom of their library in a random order. Evoke—Exile a green card from your hand.
Creature — Djinn
At the beginning of your upkeep, target non-Wall creature an opponent controls gains forestwalk until your next upkeep. (It can't be blocked as long as defending player controls a Forest.)
Creature — Bat Cleric
As long as you've lost life this turn, this creature has flying and vigilance. Whenever you gain life, put a +1/+1 counter on this creature. When this creature dies, put its counters on target creature you control.
Creature — Bat Cleric
As long as you've lost life this turn, this creature has flying and vigilance. Whenever you gain life, put a +1/+1 counter on this creature. When this creature dies, put its counters on target creature you control.
Creature — Human Shaman
When this creature enters, you may return target card from your graveyard to your hand.
Creature — Elk Spirit
Trample When this creature enters, you may search your library and/or graveyard for a card named Vivien, Nature's Avenger, reveal it, and put it into your hand. If you search your library this way, shuffle.
Land — Planet
This land enters tapped. {T}: Add {G}. Station (Tap another creature you control: Put charge counters equal to its power on this Planet. Station only as a sorcery.) 12+ | {G}, {T}: Add {G} for each creature you control.
Artifact
Sacrifice a land: You gain 2 life. Sacrifice a creature: Add {C}{C}. {2}, Discard a card: Search your library for a card that shares a complete word in its name with the name of the discarded card, reveal it, put it into your hand, then shuffle.
Instant
As an additional cost to cast this spell, sacrifice an artifact or creature. Draw two cards. Flashback {4}{B} (You may cast this card from your graveyard for its flashback cost and any additional costs. Then exile it.)
Creature — Elf Druid
Landfall — Whenever a land you control enters, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Creature — Human Warrior
When this creature enters, put three -1/-1 counters on target creature you control. Whenever this creature attacks, remove a -1/-1 counter from it. If you do, you gain 1 life.
Land
{T}: Add one mana of any color that a land an opponent controls could produce.
Artifact
{2}, {T}, Sacrifice this artifact: Search your library for a land card, reveal it, put it into your hand, then shuffle.
Artifact
When this artifact enters or leaves the battlefield, exile the top card of your library. Until end of turn, you may play that card. {2}{R}, Sacrifice this artifact: Create a 2/2 white Samurai creature token with vigilance. Activate only as a sorcery.
Sorcery
Each opponent loses X life. You gain life equal to the life lost this way.
World Enchantment
When this enchantment enters, destroy each permanent with the same name as another permanent, except for basic lands. They can't be regenerated. Whenever a permanent other than a basic land enters, destroy all other permanents with that name. They can't be regenerated.
Sorcery
For each creature your opponents control, create a 4/4 green Phyrexian Beast creature token. Each of those tokens fights a different one of those creatures.
Artifact
{T}: Add {W}. Spend this mana only to cast an artifact spell or activate an ability of an artifact source. {2}{W}, {T}, Exile one or more other artifacts you control with total mana value X: Return target artifact card with mana value X or less from your graveyard to the battlefield. Activate only as a sorcery.
Snow Land
{T}: Add {C}. {S}{S}{S}: This land becomes a 4/3 creature with vigilance and all creature types until end of turn. It's still a land. ({S} can be paid with one mana from a snow source.)
Instant
Reveal the top five cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard.
Creature — Treefolk Druid
Vigilance This creature gets +1/+1 for each color among permanents you control. {T}: For each color among permanents you control, add one mana of that color.
Sorcery
Draw two cards, then discard two cards. Flashback {2}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Enchantment
Rather than choose the indicated number of modes for spells and abilities you control, you may choose one or more modes. You can't choose any mode more than once.
Sorcery
Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.
Instant
Destroy target creature if it has mana value 2 or less. Revolt — Destroy that creature if it has mana value 4 or less instead if a permanent left the battlefield under your control this turn.
Enchantment Creature — Hag
Whenever an opponent draws a card, this creature deals 1 damage to that player.
Enchantment — Aura
Flash Enchant creature When this Aura enters, draw a card. Enchanted creature gets +1/+0 and has flying.
Creature — Elemental Turtle
Reach As long as you control ten or more lands, creatures you control get +2/+2. Whenever this creature or another creature you control with toughness greater than its power enters, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped. Otherwise, put it into your hand.
Enchantment
Landfall — Whenever a land you control enters, choose one — • Create a 2/2 white Cat Beast creature token. • Put a +1/+1 counter on each creature you control. Those creatures gain vigilance until end of turn.
Sorcery
Destroy target creature.
Artifact
{T}: Add one mana of any color that a land an opponent controls could produce.
Enchantment
Whenever a creature you control attacks, it gets +2/+2 until end of turn.
Enchantment
During your turn, you may cast instant and sorcery spells from your graveyard by paying 1 life in addition to their other costs. If a card or token would be put into your graveyard from anywhere, exile it instead. {1}{R}: Sacrifice this enchantment.
Creature — Efreet
Whenever this creature attacks or blocks, flip a coin at end of combat. If you lose the flip, an opponent gains control of this creature.
Sorcery
Search your library for two cards. Put one into your hand and the other into your graveyard. Then shuffle.
Legendary Creature — Rabbit Archer
Vigilance, reach Whenever Finneas attacks, put a +1/+1 counter on each other creature you control that's a token or a Rabbit. Then if creatures you control have total power 10 or greater, draw a card.
Instant
Fire and Brimstone deals 4 damage to target player who attacked this turn and 4 damage to you.
Enchantment
Whenever you cast an instant or sorcery spell, put a charge counter on this enchantment. {1}{U}, Remove two charge counters from this enchantment: Draw a card. {1}{R}, Remove five charge counters from this enchantment: It deals 5 damage to any target.
Creature — Elemental Bard
{T}: Add two mana in any combination of colors. Spend this mana only to cast Elemental spells or activate abilities of Elemental sources.
Instant
You may sacrifice a nontoken black creature rather than pay this spell's mana cost. Each opponent sacrifices a creature or planeswalker with the greatest mana value among creatures and planeswalkers they control.
Instant
Damage can't be prevented this turn. Flashback {R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Creature — Cat
Flash When this creature enters, return a green or white creature you control to its owner's hand.
Enchantment — Aura
Enchant creature As this Aura enters, choose a color. Enchanted creature has protection from the chosen color. This effect doesn't remove this Aura. {W}: Return this Aura to its owner's hand.
Land
{T}, Pay 1 life, Sacrifice this land: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.
Creature — Merfolk
Flash Vigilance When this creature enters, tap target creature an opponent controls and put a stun counter on it. {1}{U}, {T}: Shuffle this creature and target creature with a stun counter on it into their owners' libraries.
Creature — Elemental
Whenever this creature attacks and isn't blocked, you may destroy target artifact defending player controls. If you do, this creature assigns no combat damage this turn.
Creature — Beast
{R}{R}: Target creature gets +1/-1 until end of turn.
Basic Land — Forest
({T}: Add {G}.)
Basic Land — Forest
({T}: Add {G}.)
Basic Land — Forest
({T}: Add {G}.)
Basic Land — Forest
({T}: Add {G}.)
Basic Land — Forest
({T}: Add {G}.)