Inventory last scanned: 5/12/2026, 7:50:37 PM
Sorcery
Choose one or more — • Target creature you control fights target creature an opponent controls. • Remove a lore counter from target Saga you control. (Removing lore counters doesn't cause chapter abilities to trigger.) • Put a lore counter on target Saga you control.
Sorcery
Choose one — • Destroy all creatures. • Destroy all artifacts and enchantments.
Instant
Target creature you control gets +1/+1 until end of turn. It deals damage equal to its power to target creature you don't control.
Legendary Creature — Frog Druid
Vigilance Whenever Clement or another creature you control enters, return up to one target creature you control with lesser mana value to its owner's hand. Frogs you control have "{T}: Add {G} or {U}. Spend this mana only to cast a creature spell."
Creature — Merfolk Cleric
Whenever this creature blocks a creature, that creature doesn't untap during its controller's next untap step.
Creature — Vampire Cleric
Whenever another Cleric you control enters, you gain 1 life. Whenever you gain life for the first time each turn, put a +1/+1 counter on this creature.
Land — Gate
This land enters tapped. As this land enters, choose a color other than red. {T}: Add {R} or one mana of the chosen color.
Artifact — Equipment
When this Equipment enters, attach it to target creature you control. Equipped creature has flying. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
Creature — Frog Scout
Reach When this creature enters, reveal cards from the top of your library until you reveal a land card. Put that card onto the battlefield tapped and the rest on the bottom of your library in a random order.
Land
This land enters tapped unless you control a Mountain or a Plains. {T}: Add {R} or {W}.
Creature — Bird Wizard
Flying Whenever you draw a card, put a +1/+1 counter on this creature.
Artifact — Equipment
Equipped creature has flying and haste. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
Legendary Enchantment — Background
Commander creatures you own have "At the beginning of your end step, if a creature card was put into your graveyard from anywhere this turn, create two tapped 1/1 green Squirrel creature tokens."
Creature — Elf Ranger
Gathered Swarm — Whenever one or more tokens you control enter, put a +1/+1 counter on this creature.
Artifact
Tap two untapped artifacts you control: Untap target artifact.
Artifact Creature — Fox
When this creature leaves the battlefield, you draw two cards and each opponent draws a card.
Instant
As an additional cost to cast this spell, choose a creature you control or a warped creature card you own in exile. Close Encounter deals damage equal to the power of the chosen creature or card to target creature.
Artifact
As this artifact enters, choose artifact, creature, enchantment, instant, or sorcery. Spells you cast of the chosen type cost {1} less to cast.
Legendary Creature — Avatar
Flying Particle Beam — When Cloud of Darkness enters, target creature an opponent controls gets -X/-X until end of turn, where X is the number of permanent cards in your graveyard.
Legendary Creature — Human Soldier Mercenary
During your turn, as long as Cloud is equipped, it has double strike and indestructible. (This creature deals both first-strike and regular combat damage. Damage and effects that say "destroy" don't destroy this creature.) Equip abilities you activate that target Cloud cost {2} less to activate.
Creature — Human Scout
Flying When this creature enters, you gain 2 life and draw two cards.
Creature — Moogle
Flying When this creature enters, put a +1/+1 counter on target creature. Plainscycling {2} ({2}, Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.)
Sorcery
All creatures get -X/-X until end of turn, where X is the greatest mana value of a commander you own on the battlefield or in the command zone.
Creature — Elemental Wizard
Flying When this creature enters, draw a card.
Creature — Jellyfish Artificer
Flying As long as you control an artifact, this creature gets +1/+0.
Instant
Exile target creature you control, then return that card to the battlefield under your control.
Creature — Human Pilot
Mounts and Vehicles you control get +1/+1. This creature saddles Mounts and crews Vehicles as though its power were 2 greater.
Creature — Human Pilot
When this creature enters, scry 2. {T}: Create X 1/1 colorless Pilot creature tokens, where X is the number of Mounts and/or Vehicles that entered the battlefield under your control this turn. The tokens have "This token saddles Mounts and crews Vehicles as though its power were 2 greater."
Artifact — Vehicle
Flying When this Vehicle enters, distribute two +1/+1 counters among one or two other target Vehicles and/or creatures you control. Crew 1
Sorcery
Create two 1/1 white Clown Robot artifact creature tokens, then roll a six-sided die. If the result is equal to or less than the number of Robots you control, create a 1/1 white Clown Robot artifact creature token.
Enchantment
Whenever a creature you control deals combat damage to an opponent, you may draw a card.
Artifact — Equipment
Equipped creature has flying. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Instant
Target creature gets -4/-0 until end of turn. Draw a card. Addendum — If you cast this spell during your main phase, tap that creature and it doesn't untap during its controller's next untap step.
Creature — Dog
When this creature enters, look at the top two cards of your library. Put one into your hand and the other into your graveyard. Warp {2}{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.)
Enchantment — Aura
Enchant creature You control enchanted creature. Enchanted creature has base power and toughness 1/1, has deathtouch, and is an Assassin in addition to its other types.