131 E MICHIGAN AVE STE A, SALINE, MI, 48176-1673
Cards Tracked
7553
In Stock
7553
Rating
—
Inventory last scanned: 6/29/2026, 6:14:09 PM
Instant
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for {1}.) Counter target spell unless its controller pays {3}.
Artifact
When this artifact enters, you draw a card and you lose 1 life. {2}{B}, Sacrifice this artifact: You draw a card and you lose 1 life.
Instant
Spree (Choose one or more additional costs.) + {1} — Until end of turn, target creature becomes a white Rabbit with base power and toughness 0/1. + {3} — Target player draws two cards.
Artifact Creature — Golem
When this creature enters, destroy target nonland permanent an opponent controls.
Artifact — Equipment
Equipped creature gets +4/+0 and has trample. Equip {4} 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.)
Token Artifact
When Meteorite enters the battlefield, it deals 2 damage to any target. {T}: Add one mana of any color.
Artifact — Equipment
When this Equipment enters, destroy target permanent. Equipped creature gets +3/+3. Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)
Land — Plains Island
({T}: Add {W} or {U}.) This land enters tapped. When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Creature — Djinn Artificer
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) When this creature enters, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
Creature — Angel Soldier
Flying Whenever you attack with one or more creatures with counters on them, draw a card.
Creature — Demon
Flying When this creature enters, you may discard any number of cards. When you do, up to that many target creatures each get -2/-2 until end of turn.
Legendary Creature — Human Artificer
Ward—Pay 3 life. (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays 3 life.) Whenever you cast an instant or sorcery spell, you may sacrifice an artifact. If you do, copy that spell and you may choose new targets for the copy.
Creature — Human Wizard
When this creature enters, you may search your library for an instant or sorcery card with mana value 1, reveal it, put it into your hand, then shuffle.
Creature — Vampire Assassin
Flying Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
Artifact — Vehicle
During turns other than yours, this Vehicle is an artifact creature. Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
Enchantment
This enchantment enters with seven hour counters on it. At the beginning of your draw step, draw an additional card and remove two hour counters from this enchantment. Your maximum hand size is equal to the number of hour counters on this enchantment. Whenever you discard a card, you lose 1 life.
Creature — Zombie Knight
Whenever a nontoken creature you control dies, this creature deals 1 damage to you and you draw a card.
Creature — Human Rogue
When this creature enters, you may return target creature card with mana value 3 or less from your graveyard to your hand. (Melds with Graf Rats.)
Enchantment
Raid — At the beginning of your end step, if you attacked this turn, create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.") {2}{B}, Sacrifice this enchantment: Target opponent loses X life, where X is the amount of life you gained this turn.
Instant
Mill four cards, then you may return a permanent card from among them to your hand. (To mill four cards, put the top four cards of your library into your graveyard.)
Enchantment
At the beginning of combat on your turn, target creature you control gets +2/+0 and gains vigilance until end of turn.
Instant
Target creature gains trample until end of turn. It also gets +1/+0 until end of turn if you control a Mouse. Draw a card.
Enchantment — Aura
Enchant artifact When this Aura enters, draw a card. Enchanted artifact is a creature with base power and toughness 4/4 in addition to its other types.
Instant
Target creature gets +2/+2 and gains flying until end of turn.
Artifact — Vehicle
Trample Ward—Discard a card. Whenever this Vehicle becomes crewed for the first time each turn, if it was crewed by exactly two creatures, it gains "Whenever this creature deals combat damage to a player, draw two cards" until end of turn. Crew 4
Creature — Dinosaur
Reach When this creature enters, you gain 4 life. Cycling {2} ({2}, Discard this card: Draw a card.)
Creature — Human
{3}{G}: This creature becomes a Werewolf. Put two +1/+1 counters on it and you draw a card. Activate only once.
Creature — Human Cleric
This creature gets +1/+0 for each Equipment you control.
Creature — Human Soldier
Vigilance (Attacking doesn't cause this creature to tap.) When this creature enters, 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 — Human Soldier
This creature can't attack alone. Whenever this creature attacks, untap target creature.
Artifact Creature — Construct
{T}, Mill a card: Add {C}. (To mill a card, put the top card of your library into your graveyard.)
Legendary Creature — Elf Ally
You may play an additional land on each of your turns. {R}{G}, Return a land you control to its owner's hand: Target creature gains trample until end of turn.
Creature — Rat Warlock
Threshold — As long as there are seven or more cards in your graveyard, this creature gets +3/+0. {2}{U/B}: Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Creature — Dryad Druid
When this creature enters, you gain 1 life. {2}{G}: This creature gets +2/+2 until end of turn. Activate only once each turn.
Artifact Creature — Construct
This creature enters with two +1/+1 counters on it. {1}, Discard a card: Put a +1/+1 counter on this creature. Remove two +1/+1 counters from this creature: Draw a card.
Enchantment
When this enchantment enters and whenever you draw your third card each turn, amass Zombies 3. (Put three +1/+1 counters on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)
Artifact
Players can't search libraries.
Creature — Human Wizard
Heroic — Whenever you cast a spell that targets this creature, exile the top three cards of target player's library. {U}{U}, Sacrifice this creature: Counter target spell with the same name as a card exiled with this creature.
Sorcery
Target player discards two cards. Put up to one land card discarded this way onto the battlefield tapped under your control.
Creature — Elemental
First strike (This creature deals combat damage before creatures without first strike.) Whenever an opponent casts a white or blue instant or sorcery spell, this creature deals 2 damage to that player.
Sorcery
Gift a tapped Fish (You may promise an opponent a gift as you cast this spell. If you do, they create a tapped 1/1 blue Fish creature token before its other effects.) Target player draws three cards. If the gift was promised, tap target creature an opponent controls and put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Artifact
{T}: Add {C}. {1}, {T}, Sacrifice this artifact: Draw a card.
Creature — Rat Wizard
At the beginning of your upkeep, surveil 1. (Look at the top card of your library. You may put it into your graveyard.) Threshold — As long as there are seven or more cards in your graveyard, creatures your opponents control get -1/-0.
Creature — Human Rogue
Trample When this creature enters, if you control another outlaw, create a Treasure token. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws. A Treasure token is an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
Creature — Elemental
{2}{R}: This creature gets +1/+0 and gains trample until end of turn. (It can deal excess combat damage to the player or planeswalker it's attacking.)
Creature — Spider
Reach When this creature enters, you may mill two cards. (You may put the top two cards of your library into your graveyard.)
Artifact Creature — Assembly-Worker
{T}: You gain 1 life. If you control creatures named Power Plant Worker and Tower Worker, you gain 3 life instead.
Enchantment — Aura
Enchant nonland permanent Enchanted permanent is a Treasure artifact with "{T}, Sacrifice this artifact: Add one mana of any color," and it loses all other abilities. (If it was a creature, it's no longer a creature.)
Creature — Minotaur Performer
Haste When this creature enters, you get {TK}, then you may put a sticker on a nonland permanent you own.
Legendary Planeswalker — Minsc
When Minsc & Boo enters and at the beginning of your upkeep, you may create Boo, a legendary 1/1 red Hamster creature token with trample and haste. +1: Put three +1/+1 counters on up to one target creature with trample or haste. −2: Sacrifice a creature. When you do, Minsc & Boo deals X damage to any target, where X is that creature's power. If the sacrificed creature was a Hamster, draw X cards. Minsc & Boo, Timeless Heroes can be your commander.
Legendary Creature — Elf Cleric
Minthara has ward {X}, where X is the number of experience counters you have. At the beginning of your end step, if a permanent you controlled left the battlefield this turn, you get an experience counter. Creatures you control get +1/+0 for each experience counter you have.
Creature — Horror
When this creature dies, create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.")