131 E MICHIGAN AVE STE A, SALINE, MI, 48176-1673
Cards Tracked
7621
In Stock
7621
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Inventory last scanned: 6/26/2026, 6:14:34 PM
Creature — Hellion
Trample, haste At the beginning of the end step, this creature's owner shuffles it into their library.
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 — 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 — Elf Berserker
Haste (This creature can attack and {T} as soon as it comes under your control.) Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Creature — Human Berserker
This creature can't block. Delirium — This spell has cascade as long as there are four or more card types among cards in your graveyard. (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Creature — Orc Warrior
{1}{B}, Sacrifice another Warrior creature: Target player loses X life and you gain X life, where X is the sacrificed creature's power.
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 — Efreet Monk
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
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 — Vampire Cleric
Whenever this creature enters or attacks, if you have no cards in hand, this creature deals 2 damage to any target. Madness {1}{B}{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 — Wolverine
Whenever you draw your second card each turn, this creature gets +1/+1 and gains first strike until end of 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.
Creature — Vampire
This creature can't block. Whenever you sacrifice one or more Blood tokens, target creature can't block this turn. This ability triggers only once each turn.
Creature — Human Warrior
{T}: Target creature gains haste until end of turn. (It can attack and {T} this 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 — 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.
Enchantment
When this enchantment enters, it deals 3 damage to target creature an opponent controls. Whenever one or more creatures die, mill a card and put a bloodstain counter on this enchantment. Then sacrifice it if it has five or more bloodstain counters on it. When you do, return target creature card from your graveyard to your hand.
Creature — Vampire Rogue
Flying Whenever you gain life, put a +1/+1 counter on this creature.
Creature — Vampire
When this creature enters, create a Blood token. (It's an artifact with "{1}, {T}, Discard a card, Sacrifice this token: Draw a card.") {T}, Sacrifice this creature: Target creature gets -X/-X until end of turn, where X is twice the number of Blood tokens you control. Activate only as a sorcery.
Creature — Vampire Wizard
Flying {B}, Pay 2 life: Put a +1/+1 counter on this creature. When this creature leaves the battlefield, draw a card for each +1/+1 counter on it.
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.
Land
This land enters tapped unless you control two or fewer other lands. {T}: Add {B} or {G}.
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).
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.
Land
This land enters tapped. When this land enters, you gain 1 life. {T}: Add {G} or {W}.
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.
Instant
Target opponent exiles a creature or planeswalker they control with the greatest mana value among creatures and planeswalkers they control.
Sorcery
Up to three target creatures can't block this turn. Destroy any of them that are Walls.
Artifact — Equipment
Job select Equipped creature gets +0/+2, is a Wizard in addition to its other types, and has "Whenever this creature attacks, exile up to one target instant or sorcery card from defending player's graveyard. If you do, copy it. You may cast the copy by paying {3} rather than paying its mana cost." Spirit of the Whalaqee — Equip {2}
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.
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 — Boar Porcupine
Whenever you cast a noncreature spell, put a +1/+1 counter on this creature.
Creature — Devil Warrior
Whenever you sacrifice another creature, put a +1/+1 counter on this creature. {B}{R}, Sacrifice another creature: This creature gains menace until end of turn. (It can't be blocked except by two or more creatures.)
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.