Inventory last scanned: 5/11/2026, 7:49:00 PM
Instant
Target creature gets +3/+3 and gains trample until end of turn.
Creature — Satyr Berserker
Whenever you sacrifice a permanent, put a +1/+1 counter on this creature. {1}{R}, {T}, Sacrifice a creature or enchantment: This creature deals 1 damage to target creature. That creature can't block this turn.
Creature — Vampire Rogue
Whenever you commit a crime, put a +1/+1 counter on this creature. This ability triggers only once each turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.) {3}{B}: Target opponent loses 1 life and you gain 1 life.
Enchantment
At the beginning of combat on your turn, target creature you control gains double strike until end of turn.
Creature — Vampire
This creature has first strike as long as it's attacking. When this creature dies, create a Blood token. (It's an artifact with "{1}, {T}, Discard a card, Sacrifice this token: Draw a card.")
Sorcery
Look at the top four cards of your library. Put two of them into your hand and the rest on the bottom of your library in any order. You lose 2 life.
Creature — Human Shaman Sorcerer
When this creature enters, you take the initiative. Crown of Madness — {1}{R}, Sacrifice an artifact or creature: Goad target creature. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
Creature — Vampire
Menace When this creature enters, create a Blood token. (It's an artifact with "{1}, {T}, Discard a card, Sacrifice this token: Draw a card.") Whenever this creature attacks, you may sacrifice a Blood token. If you do, it gets +2/+2 until end of turn.
Land
This land enters tapped. When this land enters, you gain 1 life. {T}: Add {B} or {R}.
Creature — Vampire
Sacrifice a creature: Put a +1/+1 counter on this creature.
Artifact — Equipment
Equipped creature gets +2/+0. Whenever equipped creature deals combat damage to a player, create a token that's a copy of this Equipment. Equip {2}
Creature — Wolverine
Whenever you draw your second card each turn, this creature gets +1/+1 and gains first strike until end of turn.
Creature — Vampire Berserker
Whenever this creature deals combat damage to a player, put a +1/+1 counter on it. Madness {1}{R} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Creature — Squirrel Druid
Toxic 2 (Players dealt combat damage by this creature also get two poison counters. A player with ten or more poison counters loses the game.) When this creature enters, you and target opponent each create a Treasure token. Whenever an opponent sacrifices a noncreature token, that player gets two poison counters.
Creature — Vampire Noble
Flying When this creature enters, if an opponent lost life this turn, each opponent discards a card.
Instant
Gift a Treasure (You may promise an opponent a gift as you cast this spell. If you do, they create a Treasure token before its other effects. It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.") Blooming Blast deals 2 damage to target creature. If the gift was promised, Blooming Blast also deals 3 damage to that creature's controller.
Creature — Plant Scorpion
Deathtouch When this creature enters, another target creature you control gains deathtouch until end of turn.
Creature — Alien Guest
Trample {G}, {T}: You get {TK} (a ticket counter).
Creature — Spirit
Reach When this creature enters, look at the top five cards of your library. You may reveal a creature or enchantment card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. If you didn't put a card into your hand this way, you gain 4 life.
Enchantment — Aura
Enchant creature When this Aura enters, tap enchanted creature. Enchanted creature can't become untapped and can't have counters put on it.
Instant
Target creature you control gets +2/+2 and gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
Land
This land enters tapped. When this land enters, you gain 1 life. {T}: Add {G} or {W}.
Instant
Target opponent exiles a creature or planeswalker they control with the greatest mana value among creatures and planeswalkers they control.
Artifact — Equipment
When this Equipment enters, ask a person outside the game which creature you control is most deserving of a blue ribbon. Attach this Equipment to that creature. Equipped creature has best in show. (Whenever another creature becomes the target of a spell or ability you control, you may copy that spell or ability. If you do, the copy targets this creature.) Equip {3}
Creature — Fish
{3}{U}: An opponent tells you a statement about themselves and secretly notes whether it's true or false. You guess which it is. If you guessed correctly, this creature gets +2/+0 and can't be blocked this turn.
Instant
Exile target creature you control, then return that card to the battlefield under its owner's control. Draw a card.
Creature — Boar Porcupine
Whenever you cast a noncreature spell, put a +1/+1 counter on this creature.
Artifact
Creatures attacking you get -1/-0. At the beginning of each end step, if you were dealt 4 or more damage this turn, exile this artifact.
Creature — Avatar
Body of Knowledge's power and toughness are each equal to the number of cards in your hand. You have no maximum hand size. Whenever this creature is dealt damage, draw that many cards.
Creature — Wraith
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
Creature — Goblin Warlock
Deathtouch Whenever another Goblin you control dies, this creature deals 1 damage to each opponent.
Kindred Enchantment — Goblin
When this enchantment enters, you may blight 1. If you do, create two 1/1 black and red Goblin creature tokens. (To blight 1, put a -1/-1 counter on a creature you control.) Whenever a Goblin creature you control dies, each opponent loses 1 life and you gain 1 life.
Creature — Goblin Warrior
Whenever you attack, target attacking Goblin you control gets +1/+0 until end of turn.
Sorcery
As an additional cost to cast this spell, blight 1 or pay {3}. (To blight 1, put a -1/-1 counter on a creature you control.) Exile target creature.
Creature — Spirit Frog
Whenever this creature or another creature you control enters, you gain 1 life.
Land
This land enters tapped. {T}: Add {B} or {R}. {4}, {T}, Sacrifice this land: Draw a card.
Instant
Return target creature to its owner's hand, then roll a six-sided die. If the result is 3 or less, scry a number of cards equal to the result.
Land
This land enters tapped. When this land enters, exile target player's graveyard. {T}: Add {B}.
Creature — Giant Warrior
Double strike Other Giants you control have double strike.
Creature — Cyclops Warrior
Double strike, trample Disguise {3}{R}{R} (You may cast this card face down for {3} as a 2/2 creature with ward {2}. Turn it face up any time for its disguise cost.)
Creature — Goblin Wizard
Disguise {1}{R} (You may cast this card face down for {3} as a 2/2 creature with ward {2}. Turn it face up any time for its disguise cost.) When this creature is turned face up, you may choose new targets for any number of other spells and/or abilities.
Instant
Target creature you control gets +1/+1 and gains hexproof until end of turn. The Ring tempts you. (A creature with hexproof can't be the target of spells or abilities your opponents control.)