Inventory last scanned: 5/14/2026, 7:44:45 PM
Sorcery
Surveil 3 if you have no cards in hand. Then draw three cards. (To surveil 3, look at the top three cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) Plot {3}{U} (You may pay {3}{U} 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.)
Enchantment
At the beginning of your upkeep, if there are four or more creatures on the battlefield, sacrifice this enchantment and destroy all creatures. They can't be regenerated.
Sorcery
Each player chooses six lands they control, then sacrifices the rest. Planetary Annihilation deals 6 damage to each creature.
Sorcery
Plasma Bolt deals 2 damage to any target. Void — Plasma Bolt deals 3 damage instead if a nonland permanent left the battlefield this turn or a spell was warped this turn.
Artifact — Equipment
Equipped creature gets +1/+1. Whenever equipped creature attacks, you get {E}{E} (two energy counters). Pay {E}{E}: Choose target creature that's blocking equipped creature. Flip a coin. If you win the flip, exile the chosen creature. Otherwise, this Equipment deals 1 damage to it. Equip {2}
Enchantment
Whenever you cast a spell, copy it and you may choose new targets for the copy. Then balance a card from outside the game on one of your fingertips. When that card falls or touches another card, sacrifice this enchantment.
Creature — Platypus Bear
Defender When this creature enters, mill two cards. (Put the top two cards of your library into your graveyard.) As long as there is a Lesson card in your graveyard, this creature can attack as though it didn't have defender.
Sorcery
Playful Shove deals 1 damage to any target. Draw a card.
Sorcery
Search your library for up to two enchantment cards, reveal them, put them into your hand, then shuffle.
Enchantment — Aura
Enchant creature Enchanted creature has protection from the colors of permanents you control. This effect doesn't remove this Aura.
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and can't be blocked except by creatures with flavor text.
Creature — Bird Scout
Flash Flying When this creature enters, target creature you control gains hexproof until end of turn.
Creature — Bird Scout
Flying Whenever this creature or another creature you control with flying enters, put a +1/+1 counter on target creature you control without flying.
Instant
Destroy target creature with flying.
Creature — Orc Pirate
When this creature enters, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
Instant
Tap up to one target creature. Scry 1, then draw a card.
Enchantment
Start your engines! (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.) {3}{G}, Sacrifice this enchantment: Search your library for up to X basic land cards, where X is your speed. Put those cards onto the battlefield tapped, then shuffle.
Creature — Human Monk
Flurry — Whenever you cast your second spell each turn, put a +1/+1 counter on this creature. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Instant
Target creature gains deathtouch until end of turn. Draw a card.
Sorcery
Choose one — • All creatures get -1/-1 until end of turn. • Target player reveals their hand. You choose an artifact or creature card from it. That player discards that card.
Creature — Orc Warlock
Infusion — When this creature enters, target creature an opponent controls gets -4/-4 until end of turn if you gained life this turn.
Instant
Affinity for Frogs (This spell costs {1} less to cast for each Frog you control.) Target creature you control deals damage equal to twice its power to target creature you don't control.
Creature — Frog Wizard
Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.) Whenever an opponent casts a noncreature spell with mana value less than this creature's power, draw a card.
Artifact
When this artifact enters, look at the top four cards of your library. Put two of them into your hand and the rest into your graveyard. You lose 2 life. {2}, {T}, Collect evidence 3: Each opponent loses 3 life unless they discard a card or sacrifice a creature. (To collect evidence 3, exile cards with total mana value 3 or greater from your graveyard.)
Creature — Human Citizen
During your turn, this creature has hexproof. This creature can't be blocked by creatures that don't have a name.
Creature — Frog Advisor
When this creature enters, draw a card.
Instant
Destroy target creature. It can't be regenerated. Its controller creates a 3/3 green Ape creature token.
Legendary Enchantment — Background
Commander creatures you own have "Whenever one or more creatures you control deal combat damage to a player, goad target creature that player controls." (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
Land
As this land enters, you may reveal a Plains or Island card from your hand. If you don't, this land enters tapped. {T}: Add {W} or {U}.
Land
This land enters tapped. {T}: Add {U}. {3}{U}{B}{B}, {T}, Sacrifice this land: Mill four cards, then return a creature card from your graveyard to the battlefield tapped. (To mill a card, put the top card of your library into your graveyard.)
Sorcery
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Sorcery
Reveal the top X cards of your library. For each card type, you may exile a card of that type from among them. Put the rest into your graveyard. You may cast a spell from among the exiled cards without paying its mana cost if you exiled four or more cards this way. Then put the rest of the exiled cards into your hand.
Creature — Zombie Warlock
This creature can't block. Whenever this creature attacks, each opponent loses 1 life and you gain 1 life. {1}{B}, Exile an instant or sorcery card from your graveyard: Return this card from your graveyard to the battlefield.
Creature — Mole
When this creature enters, mill three cards, then you may return a land card from your graveyard to your hand. (To mill three cards, put the top three cards of your library into your graveyard.)
Artifact
{T}: Add one mana of any color. {T}: You gain 2 life. Activate only if you've cast an instant or sorcery spell this turn.
Artifact
Domain — {3}, {T}: Target creature gets +1/+1 until end of turn for each basic land type among lands you control.
Artifact Creature — Assembly-Worker
{3}: This creature gets +2/+2 until end of turn. If you control creatures named Mine Worker and Tower Worker, put two +1/+1 counters on this creature instead. Activate only once each turn.
Enchantment
Whenever an opponent casts a spell, you may reveal the top card of your library. If you do, you may cast that card without paying its mana cost if the two spells have the same mana value.
Creature — Dwarf Cleric
First strike When this creature enters, exile target noncreature, nonland card from your graveyard. Until the end of your next turn, you may cast that card.
Instant
Choose target attacking or blocking creature. Practiced Tactics deals damage to that creature equal to twice the number of creatures in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
Creature — Squirrel
Lifelink At the beginning of your end step, if you haven't cast a spell from your hand this turn, put a +1/+1 counter on this creature. {4}{W}: Until end of turn, if you would put one or more +1/+1 counters on a creature you control, put that many plus one +1/+1 counters on it instead.
Land — Plains Island
({T}: Add {W} or {U}.) This land enters tapped unless you control two or more basic lands.
Enchantment
Flash When this enchantment enters, exile up to one target nonland permanent an opponent controls until this enchantment leaves the battlefield. You gain 2 life.
Creature — Ooze
Indestructible (Damage and effects that say "destroy" don't destroy this creature.) Whenever this creature attacks, put a +1/+1 counter on it. Whenever a creature dealt damage by this creature this turn dies, put a +1/+1 counter on this creature.
Enchantment — Aura
Enchant creature Enchanted creature gets +3/+3, must be blocked if able, and is goaded. (It attacks each combat if able and attacks a player other than you if able.)