361 West Lincoln St, Tullahoma, TN, 37388-5575
Cards Tracked
805
In Stock
805
Rating
—
Inventory last scanned: 6/14/2026, 6:10:28 PM
Enchantment
If a source you control would deal damage to a permanent or player, it deals triple that damage to that permanent or player instead.
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) When this Class enters, search your library for an Equipment card, reveal it, put it into your hand, then shuffle. {1}{R}{W}: Level 2 Equip abilities you activate cost {2} less to activate. {3}{R}{W}: Level 3 Whenever a creature you control attacks, up to one target creature blocks it this combat if able.
Creature — Incarnation
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) As long as this card is in your graveyard and you control a Swamp, creatures you control have swampwalk.
Creature — Elemental Shaman
When this creature enters, you may search your library for an Elemental card, reveal it, then shuffle and put that card on top.
Instant
You may sacrifice a nontoken red creature rather than pay this spell's mana cost. Copy target instant or sorcery spell. You may choose new targets for the copy.
Instant
Target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. (You may cast that card from your graveyard for its flashback cost. Then exile it.)
Creature — Eldrazi
When you cast this spell, gain control of target creature until end of turn. Untap that creature. Until end of turn, it has base power and toughness 10/10 and gains trample, annihilator 2, and haste. Annihilator 2 (Whenever this creature attacks, defending player sacrifices two permanents of their choice.) Trample
Land
{T}: Add {W}. {T}: Add {U}. Activate only if you control a Plains or an Island.
Legendary Enchantment
Legendary creatures you control get +2/+1 and have ward {1}. Nonlegendary creatures you control get +1/+1.
Instant
You may discard an Island card and another card rather than pay this spell's mana cost. Counter target spell.
Artifact
At the beginning of each player's draw step, that player draws two additional cards.
Enchantment
Exile a creature you control: Add X mana of any one color, where X is 1 plus the exiled creature's mana value. Spend this mana only to cast creature spells.
Land
{T}: Add one mana of any color. Whenever you tap this land for mana, target opponent creates a 1/1 colorless Spirit creature token.
Instant
If it's not your turn, you may exile a green card from your hand rather than pay this spell's mana cost. Destroy up to two target artifacts and/or enchantments.
Artifact
At the beginning of your upkeep, sacrifice this artifact unless you pay {3}. If an instant or sorcery source would deal 3 or more damage to you, it deals 2 damage to you instead.
Enchantment — Aura
Enchant creature {U}: Tap enchanted creature. {U}: Untap enchanted creature.
Legendary Creature — Avatar Wizard
Flash You may cast legendary spells and artifact spells as though they had flash. If a legendary permanent or an artifact entering or leaving the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Sorcery — Lesson
Put two +1/+1 counters on each creature you control. Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Artifact — Book
Whenever an opponent discards a card, you may draw a card.
Creature — Elf Druid
Whenever you cast a Druid spell, you may draw a card. Tap seven untapped Druids you control: Gain control of all lands target player controls.
Legendary Creature — Dinosaur Avatar
Vigilance, trample, haste Whenever Gishath deals combat damage to a player, reveal that many cards from the top of your library. Put any number of Dinosaur creature cards from among them onto the battlefield and the rest on the bottom of your library in a random order.
Creature — Kor Cleric
{T}: Another target creature you control gains protection from colorless or from the color of your choice until end of turn.
Land
Cumulative upkeep—Pay 2 life. (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.) When this land enters, sacrifice a land. Creatures you control can't attack. Prevent all damage that would be dealt to you.
Legendary Creature — Frog Wizard Noble
Deathtouch You may look at the top card of your library any time. You may play lands and cast spells with mana value 4 or greater from the top of your library. {T}: Surveil 2.
Creature — Faerie Wizard
Flying {U}, Sacrifice this creature: Counter target noncreature spell. Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
Creature — Minotaur Pirate
Haste Whenever you discard a card, this creature deals 1 damage to each opponent. {1}{R}, Discard a card: Draw a card. Activate only if this creature is attacking.
Artifact
This artifact enters tapped. When this artifact enters, proliferate. {T}: Add one mana of any color. Corrupted — {T}: Add three mana of any one color. Activate only if an opponent has three or more poison counters.
Creature — Goblin Artificer
When this creature enters, you may search your library for an artifact card, put it into your graveyard, then shuffle. {R}, {T}, Sacrifice an artifact: Return target artifact card with mana value 3 or less from your graveyard to the battlefield.
Creature — Goblin
Other Goblins get +1/+1 and have mountainwalk.
Creature — Goblin
Whenever this creature blocks, prevent all combat damage that would be dealt to and dealt by it this turn. {T}: This creature deals 1 damage to target creature it's blocking.
Creature — Goblin Warrior
Other Goblins you control get +1/+1. Sacrifice a Goblin: Destroy target artifact.
Land — Plains Swamp
({T}: Add {W} or {B}.) As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land — Plains Swamp
({T}: Add {W} or {B}.) As this land enters, you may pay 2 life. If you don't, it enters tapped.
Creature — Hydra
Vigilance, trample, haste This creature enters with X +1/+1 counters on it. When this creature dies, create a number of tapped Treasure tokens equal to its power.
Artifact
Whenever you cast an artifact spell, you may put a charge counter on this artifact. Remove three charge counters from this artifact: Create a 3/3 colorless Golem artifact creature token.
Legendary Creature — Bear
Creature spells you cast with power 4 or greater cost {2} less to cast. Whenever Goreclaw attacks, each creature you control with power 4 or greater gets +1/+1 and gains trample until end of turn.
Legendary Enchantment Creature — Shrine
{W}{U}{B}{R}{G}, {T}: Return target enchantment card from your graveyard to the battlefield. Whenever Go-Shintai of Life's Origin or another nontoken Shrine you control enters, create a 1/1 colorless Shrine enchantment creature token.
Artifact
Creature cards in graveyards and libraries can't enter the battlefield. Players can't cast spells from graveyards or libraries.
Enchantment
Whenever a creature you control dies, each other player sacrifices a creature of their choice.
Creature — Giant
Deathtouch Whenever this creature enters or attacks, create two 2/2 black Zombie creature tokens.
Creature — Zombie
When this creature enters, each opponent loses X life, where X is your devotion to black. You gain life equal to the life lost this way. (Each {B} in the mana costs of permanents you control counts toward your devotion to black.)
Legendary Creature — Elemental Sorcerer
Protection from planeswalkers and from Wizards Greensleeves's power and toughness are each equal to the number of lands you control. Landfall — Whenever a land you control enters, create a 3/3 green Badger creature token.
Legendary Creature — Elemental Sorcerer
Protection from planeswalkers and from Wizards Greensleeves's power and toughness are each equal to the number of lands you control. Landfall — Whenever a land you control enters, create a 3/3 green Badger creature token.
Legendary Creature — Human Advisor
Skulk (This creature can't be blocked by creatures with greater power.) Whenever Gregor, Shrewd Magistrate deals combat damage to a player, draw cards equal to its power.
Artifact Creature — Construct
You can't cast creature spells.
Creature — Elemental Incarnation
Menace When this creature enters, target opponent reveals their hand. You choose a nonland card from it. That player discards that card. Evoke—Exile a black card from your hand.
Creature — Dinosaur
{10}{B}{G}: Monstrosity 10. This ability costs {1} less to activate for each creature with power 4 or greater your opponents control. (If this creature isn't monstrous, put ten +1/+1 counters on it and it becomes monstrous.) When this creature becomes monstrous, destroy all artifacts and creatures other than this creature.
Enchantment Creature — Zombie
Constellation — Whenever this creature or another enchantment you control enters, each opponent loses 1 life.
Creature — Human Wizard
{R}, {T}, Exile two cards from your graveyard: This creature deals 2 damage to any target.
Legendary Creature — Demon
Flying, lifelink Pay 7 life: Draw seven cards.
Legendary Creature — Demon
Flying, lifelink Pay 7 life: Draw seven cards.
Legendary Enchantment // Legendary Land
Creature — Troll Wizard
Flash Commander creatures you control get +2/+2. Commanders you control have hexproof.
Enchantment
Whenever a nontoken creature you control enters, if it doesn't have the same name as another creature you control or a creature card in your graveyard, draw a card.
Enchantment
As long as you control seven or more enchantments, creatures you control have flying and vigilance. Whenever you cast an enchantment spell, create a white Spirit Cleric creature token with "This token's power and toughness are each equal to the number of Spirits you control."
Artifact
{W}, {T}, Untap a tapped creature you control: Create a 1/1 green and white Citizen creature token. {W}{W}, {T}, Untap two tapped creatures you control: Draw a card. {W}{W}{W}{W}{W}, {T}, Untap fifteen tapped creatures you control: You win the game.