131 E MICHIGAN AVE STE A, SALINE, MI, 48176-1673
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7500
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7500
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Inventory last scanned: 7/2/2026, 6:12:40 PM
Enchantment
At the beginning of your end step, choose target permanent card in your graveyard. You may sacrifice a permanent that shares a card type with the chosen card. If you do, return the chosen card from your graveyard to the battlefield and it gains "If this permanent would leave the battlefield, exile it instead of putting it anywhere else."
Creature — Elemental
When this creature leaves the battlefield, it deals 6 damage to target creature. Evoke {1}{R}{R} (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
Creature — Human Warlock
When this creature enters, create a Cursed Role token attached to target creature you control. (If you control another Role on it, put that one into the graveyard. Enchanted creature is 1/1.)
Creature — Lizard
Landfall — Whenever a land you control enters, this creature deals 1 damage to each opponent.
Instant
Spit Flame deals 4 damage to target creature. Whenever a Dragon you control enters, you may pay {R}. If you do, return this card from your graveyard to your hand.
Token Creature — Frog Wizard
When this creature enters, tap up to one target creature and put a stun counter on it. (This token's mana cost is {3}{U}.)
Creature — Elemental Wizard
Whenever you cast an instant or sorcery spell, create a Sorcerer Role token attached to up to one other target creature you control. (If you control another Role on it, put that one into the graveyard. Enchanted creature gets +1/+1 and has "Whenever this creature attacks, scry 1.")
Sorcery
Exile up to five target permanent cards from your graveyard and separate them into two piles. An opponent chooses one of those piles. Put that pile into your hand and the other into your graveyard. (Piles can be empty.)
Sorcery
As an additional cost to cast this spell, sacrifice an artifact. Create two tapped Powerstone tokens. If the sacrificed artifact was legendary, draw a card. (The tokens are artifacts with "{T}: Add {C}. This mana can't be spent to cast a nonartifact spell.")
Instant
This spell costs {1} less to cast for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.) You gain 3 life and draw three cards.
Enchantment — Aura
Flash Enchant creature Enchanted creature gets -X/-0, where X is the number of cards in your graveyard.
Creature — Wolf
During your turn, this creature gets +0/+2.
Creature — Spider
Reach
Creature — Fungus
When this creature dies, draw a card.
Enchantment — Aura
Enchant creature When this Aura enters, target player sacrifices a creature of their choice other than enchanted creature. When enchanted creature is dealt damage, destroy it.
Artifact — Vehicle
When this Vehicle enters, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.) Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
Sorcery
Gain control of target creature you don't control until end of turn. Untap that creature. It gains haste until end of turn. Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
Enchantment — Aura
Enchant land When this Aura enters, draw a card. Enchanted land is an Island.
Creature — Frog Beast
Whenever this creature attacks, target creature defending player controls gets -3/-0 until end of turn.
Creature — Goblin Druid
Kicker {G} (You may pay an additional {G} as you cast this spell.) When this creature enters, if it was kicked, search your library for a land card with a basic land type, reveal it, put it into your hand, then shuffle. {R}, {T}, Sacrifice a land: Draw a card.
Creature — Lizard
When this creature dies, create three 1/1 green Saproling creature tokens.
Instant
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) 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.) Create a 1/1 green Saproling creature token.
Creature — Human Soldier
Vigilance (Attacking doesn't cause this creature to tap.) This creature enters with a +1/+1 counter on it for each other creature you control.
Creature — Human Scout
{2}{W}: Look at the top four cards of your library. You may reveal a creature card with power 2 or less from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Creature — Elemental
Double strike Vivid — Squawkroaster's power is equal to the number of colors among permanents you control.
Artifact — Equipment
Flash When this Equipment enters, attach it to target creature you control. That creature gains first strike until end of turn. Equipped creature gets +1/+0. Equip {3}
Enchantment — Aura
Enchant land Enchanted land has "{T}: Create a 1/1 green Squirrel creature token."
Creature — Squirrel
When this creature enters, open an Attraction. (Put the top card of your Attraction deck onto the battlefield.) Whenever this creature attacks, create a 1/1 green Squirrel creature token that's tapped and attacking for each Attraction you've visited this turn.
Instant
Target creature gets -2/-2 until end of turn.
Enchantment — Aura
Enchant creature Enchanted creature gets -2/-2. At the beginning of the upkeep of enchanted creature's controller, that player loses 2 life.
Creature — Djinn Sorcerer
Whenever this creature enters or attacks, you may draw a card. If you do, discard a card.
Creature — Human Soldier
When this creature enters, creatures you control get +1/+1 and gain vigilance until end of turn. Plot {3}{W} (You may pay {3}{W} and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Instant
Target creature gets +3/+3 and gains trample until end of turn.
Artifact — Equipment
When this Equipment enters, create a 1/1 colorless Shapeshifter creature token with changeling. (It's every creature type.) Equipped creature gets +1/+1 and is all creature types. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
Creature — Human Wizard
Defender Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, this creature can attack this turn as though it didn't have defender.
Instant
Kicker {1}{U} (You may pay an additional {1}{U} as you cast this spell.) Tap up to two target creatures. If this spell was kicked, put a stun counter on each of those creatures. (If a permanent with a stun counter would become untapped, remove one from it instead.) Draw a card.
Sorcery
Tap target creature or Vehicle, then put three stun counters on it. (If a permanent with a stun counter would become untapped, remove one from it instead.) Cycling {2} ({2}, Discard this card: Draw a card.)
Creature — Human Soldier
When this creature enters, the Ring tempts you. Whenever you draw your second card each turn, put a +1/+1 counter on this creature.
Creature — Human Warrior
Menace (This creature can't be blocked except by two or more creatures.) Whenever one or more counters are put on a creature you control, if it's the first time counters have been put on that creature this turn, put a +1/+1 counter on that creature.
Creature — Satyr
Trample At the beginning of each combat, if you control a creature with power 4 or greater, this creature gets +1/+1 until end of turn.
Creature — Mouse
Exhaust — {3}{G}: Put a +1/+1 counter on this creature. Create a 3/3 green Elephant creature token. (Activate each exhaust ability only once.)
Instant
{1}, Reveal Standard Procedure from your hand: Choose an instant or sorcery card with mana value 3 or less currently legal in the Standard format. Standard Procedure becomes that card until end of turn.
Instant
Target creature gets +2/+2 until end of turn. If it's an Ally, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Creature — Whale
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.) Warp {1}{U} (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Creature — Bat Cleric
Flying At the beginning of your end step, if you gained or lost life this turn, look at the top four cards of your library. You may reveal a creature card with power 3 or less from among them and put it into your hand. Put the rest on the bottom of your library in a random order.