131 E MICHIGAN AVE STE A, SALINE, MI, 48176-1673
Cards Tracked
7544
In Stock
7544
Rating
—
Inventory last scanned: 6/30/2026, 6:13:53 PM
Creature — Dragon
Flying When this creature enters, choose target Human or artifact an opponent controls. For as long as this creature remains on the battlefield, gain control of that permanent, it loses all abilities, and it can't attack or block.
Instant
Scry 1. (Look at the top card of your library. You may put that card on the bottom.) Draw a card.
Creature — Elf Shaman
You may play an additional land on each of your turns. Play with the top card of your library revealed. You may play lands from the top of your library.
Creature — Human Soldier
{T}: All damage that would be dealt to target creature this turn by a source of your choice is dealt to this creature instead.
Sorcery
Target creature you control gets +1/+1 until end of turn. You draw a card and gain 1 life.
Artifact
{1}, {T}, Sacrifice this artifact: Look at the top two cards of your library. Put one of those cards into your hand and the other into your graveyard.
Sorcery
Orbital Plunge deals 6 damage to target creature. If excess damage was dealt this way, create a Lander token. (It's an artifact with "{2}, {T}, Sacrifice this token: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.")
Creature — Orc Warrior
{T}: This creature deals 2 damage to any target and 3 damage to you.
Creature — Orc Archer
Flash When this creature enters and whenever an opponent draws a card except the first one they draw in each of their draw steps, this creature deals 1 damage to any target. Then amass Orcs 1.
Instant
Target creature gains your choice of lifelink or indestructible until end of turn. Amass Orcs 1. (Put a +1/+1 counter on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)
Creature — Orc Archer
Whenever another creature you control enters, target creature an opponent controls gets -1/-1 until end of turn.
Enchantment — Aura
Enchant creature Whenever enchanted creature attacks, put a +1/+1 counter on it. Then if it has three or more +1/+1 counters on it, sacrifice this Aura. When you sacrifice this Aura, search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Creature — Minotaur Soldier
Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.) Whenever you attack a player, target creature that's attacking that player gains first strike until end of turn.
Enchantment Creature — Nymph
{2}{R}, Discard a card: Draw a card.
Artifact Creature — Robot Pangolin
Whenever another artifact you control enters, you may pay {1}. If you do, put a +1/+1 counter on this creature.
Instant — Lesson
Choose one — • Destroy target artifact or enchantment. • Put a +1/+1 counter on target creature you control. It gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — This Saga deals 4 damage to any target. II — Create two 1/1 black Assassin creature tokens with menace. III — Whenever an Assassin you control attacks this turn, create a 1/1 black Assassin creature token with menace that's tapped and attacking.
Instant
Kicker {R} (You may pay an additional {R} as you cast this spell.) Destroy target artifact or enchantment. If this spell was kicked, it deals damage equal to that permanent's mana value to target creature.
Creature — Goblin Warrior
Whenever this creature blocks or becomes blocked by a creature, this creature deals 1 damage to that creature.
Creature — Snake Druid
{T}: Add {G}. As long as this creature is modified, it has "{T}: Add {G}{G}." (Equipment, Auras you control, and counters are modifications.)
Creature — Phyrexian Cleric
Vigilance This creature gets +2/+0 as long as you control two or more artifacts.
Legendary Creature — Merfolk Bard
This spell costs {3} less to cast if creatures you control have total toughness 10 or greater. When Orysa enters, draw two cards.
Land
This land enters tapped. When this land enters, return a land you control to its owner's hand. {T}: Add {W}{B}.
Land — Gate
This land enters tapped. {T}: Add {W} or {B}.
Creature — Human Wizard
{2}{W}: Target player gains 1 life. {2}{B}: Each player loses 1 life.
Creature — Human Cleric
Haunt (When this creature dies, exile it haunting target creature.) When this creature enters or the creature it haunts dies, choose one — • Creatures you control get +1/+1 until end of turn. • Creatures you don't control get -1/-1 until end of turn.
Creature — Human Rogue
Whenever this creature deals combat damage to a player, that player discards a card. Afterlife 2 (When this creature dies, create two 1/1 white and black Spirit creature tokens with flying.)
Artifact
{1}, {T}: Add {W}{B}.
Creature — Human Scientist
{6}{U}: Draw two cards.
Token Creature — Human Alien Shapeshifter
{T}: Add {C}. Spend this mana only to cast an artifact spell or activate an ability of an artifact. Paradox — Whenever you cast a spell from anywhere other than your hand, investigate. (This token's mana cost is {2}{U}{U}.)
Instant
As an additional cost to cast this spell, you may behold a Dragon. (You may choose a Dragon you control or reveal a Dragon card from your hand.) Osseous Exhale deals 5 damage to target attacking or blocking creature. If a Dragon was beheld, you gain 2 life.
Creature — Rat
When this creature enters, it deals X damage to target creature or planeswalker an opponent controls, where X is the number of creature cards in your graveyard.
Creature — Bird Horse
When this creature enters, mill three cards. You may put a land card from among them into your hand. If you don't, put a +1/+1 counter on this creature. (To mill three cards, put the top three cards of your library into your graveyard.)
Creature — Human Detective
Flash When this creature dies, if it's not a Spirit, return it to the battlefield under its owner's control with four charge counters on it. It's a Spirit Detective. (It's no longer a Human.) {1}{W}, {T}, Remove a charge counter from this creature: Destroy target creature that dealt damage to you this turn.
Instant
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.) Flashback {1}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Create a 1/1 blue and red Otter creature token with prowess. If this spell was cast from anywhere other than your hand, put a +1/+1 counter on that creature. (Whenever you cast a noncreature spell, a creature with prowess gets +1/+1 until end of turn.) Flashback {3}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Creature — Otter Bird
Whenever you draw your second card each turn, this creature gets +1/+2 until end of turn and can't be blocked this turn.
Sorcery
Put target creature into its owner's library second from the top. Its controller gains 3 life.
Creature — Human Mercenary
When this creature enters, search your library for a basic land card or a Desert card, reveal it, put it into your hand, then shuffle. This creature gets +1/+1 for each Desert you control.
Instant
This spell can't be countered. (This includes by the ward ability.) Tap up to two target creatures and put a stun counter on each of them. Investigate. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Instant
Outflank deals damage to target attacking or blocking creature equal to the number of creatures you control.
Creature — Human Rogue
Lifelink When this creature dies, draw a card.
Instant
Creatures you control get +2/+0 until end of turn. If you control an outlaw, exile the top card of your library. Until the end of your next turn, you may play that card. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.)
Enchantment
At the beginning of your upkeep, choose one at random. Create a red and white creature token with those characteristics. • 3/1 Human Warrior with trample and haste. • 2/1 Human Cleric with lifelink and haste. • 1/2 Human Rogue with haste and "When this token enters, it deals 1 damage to any target."
Creature — Human Warlock
When this creature enters, create a 2/2 blue and black Zombie Rogue creature token, then put two +1/+1 counters on that token for each spell you've cast this turn other than the first. Plot {4}{U} (You may pay {4}{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.)
Sorcery
Put a +1/+1 counter on target creature you control, then it fights target creature you don't control. (Each deals damage equal to its power to the other.) Adamant — If at least three green mana was spent to cast this spell, the creature you control gains indestructible until end of turn.
Instant
This spell costs {2} less to cast if it targets a creature spell. Counter target spell.
Instant
This spell costs {2} less to cast if it targets a green permanent. Return target nonland permanent an opponent controls to its owner's hand. 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.) When this enchantment enters, it deals 5 damage to up to one target creature or planeswalker. {2}, Sacrifice this enchantment: It deals 2 damage to each player who doesn't have max speed.
Creature — Zombie Horror
Flash Flying Exploit (When this creature enters, you may sacrifice a creature.) When this creature exploits a creature, counter target spell, activated ability, or triggered ability.
Creature — Lizard Wizard
At the beginning of combat on your turn, you may pay {E}{E}{E}. If you do, put a +1/+1 counter on this creature. Whenever this creature attacks, double its power until end of turn. Whenever this creature deals combat damage to a creature, if that creature was dealt excess damage this turn, you get X {E}, where X is that excess damage.
Sorcery
Creatures you control get +2/+2 and gain trample until end of turn. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Land
{1}, {T}: Add {G}{U}.
Sorcery
Target player draws seven cards.