Inventory last scanned: 5/15/2026, 7:44:29 PM
Artifact
When this artifact enters, search your library for a basic Swamp, Forest, or Island card, reveal it, put it into your hand, then shuffle. {2}{B}{G}{U}, {T}, Sacrifice this artifact: Create two 2/2 black Zombie Druid creature tokens. Activate only as a sorcery.
Creature — Wurm
Sumala Rumblers's power is equal to the number of creatures you control. Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
Creature — Elf Archer
Reach Whenever a face-down permanent you control is turned face up, put a +1/+1 counter on it and a +1/+1 counter on this creature.
Instant
Exile all other spells and counter all abilities.
Creature — Yeti
Reach When this creature enters, target creature can't block this turn.
Creature — Elemental Soldier
When this creature dies, draw a card.
Sorcery
You may mill three cards. Then return a creature card from your graveyard to the battlefield. (To mill a card, put the top card of your library into your graveyard.)
Enchantment Creature — Saga Horror
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I, II, III — Pain — You draw a card and you lose 1 life. IV — Oblivion — Each opponent sacrifices a creature of their choice and loses 3 life. Menace
Enchantment Creature — Saga Bird Moogle
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I, II, III, IV — Stampede! — Other creatures you control get +1/+0 until end of turn.
Enchantment Creature — Saga Wizard
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Judgment Bolt — This creature deals damage equal to the number of noncreature, nonland cards in your graveyard to target creature an opponent controls. II, III — Wizards you control get +1/+0 until end of turn.
Enchantment Creature — Saga Drake
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I — Exile an instant or sorcery card from each graveyard. II, III, IV — Add {R} for each lore counter on this Saga. You may cast an instant or sorcery card exiled with this Saga, and mana of any type can be spent to cast that spell. Flying, haste
Enchantment Creature — Saga Bird
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I — Wark — Create a 2/2 green Bird creature token with "Whenever a land you control enters, this token gets +1/+0 until end of turn." II, III, IV — Kerplunk — Creatures you control gain trample until end of turn.
Enchantment Creature — Saga Demon
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I, II — You may discard a card. If you do, draw a card. III, IV — Add {R}.
Enchantment Creature — Saga Moogle
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I — Create two 1/2 white Moogle creature tokens with lifelink. II, III — Whenever you cast a noncreature spell this turn, create a token that's a copy of a non-Saga token you control. IV — Put two +1/+1 counters on each other Moogle you control. Flying, lifelink
Enchantment Creature — Saga Unicorn
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Aerospark — Exile target creature an opponent controls until this Saga leaves the battlefield. II, III — Put a +1/+1 counter on each of up to two target creatures you control. You gain 2 life. First strike
Enchantment Creature — Saga Faerie
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II, III — Choose one at random — • Combine Powers! — Put three +1/+1 counters on target creature. • Defense! — Put a shield counter on target creature. You gain 3 life. • Fight! — This creature fights up to one target creature an opponent controls. Haste
Enchantment Creature — Saga Harpy
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Aerial Blast — This creature deals 4 damage to target tapped creature an opponent controls. II, III — Slipstream — Another target creature you control gets +1/+0 and gains flying until end of turn. Flying
Enchantment
At the beginning of your end step, you may exile target creature card from a graveyard. If you do, create a 1/1 white Spirit creature token with flying. Put a +1/+1 counter on it if the exiled card's mana value is 4 or greater.
Creature — Giant
Vigilance Whenever this creature enters or attacks, you may return target permanent card with mana value 3 or less from your graveyard to the battlefield.
Creature — Human Warrior Ally
Firebending X, where X is the number of creatures you control. (Whenever this creature attacks, add X {R}. This mana lasts until end of combat.) {5}: Create a 1/1 white Ally creature token.
Creature — Human Cleric
Kicker {1}{W} (You may pay an additional {1}{W} as you cast this spell.) Lifelink (Damage dealt by this creature also causes you to gain that much life.) When this creature enters, if it was kicked, return target nonland permanent card with mana value 2 or less from your graveyard to the battlefield.
Land
This land enters tapped. {T}: Add {R} or {W}. {4}, {T}, Sacrifice this land: Draw a card.
Creature — Treefolk Cleric
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Vigilance
Legendary Creature — Spider Human Hero
During your turn, Sun-Spider has flying. When Sun-Spider enters, search your library for an Aura or Equipment card, reveal it, put it into your hand, then shuffle.
Creature — Avatar
Converge — When this creature enters, exile target nonland permanent an opponent controls with mana value less than or equal to the number of colors of mana spent to cast this creature. {2}: Put target card from a graveyard on the bottom of its owner's library.
Legendary Artifact Creature — Construct
Artifact — Equipment
Equipped creature gets +1/+0 and has "Whenever this creature attacks, you may sacrifice Sunfire Torch. When you do, this creature deals 2 damage to any target." Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Creature — Human Soldier
Whenever this creature enters or attacks, exile up to one target card from a graveyard. Coven — {1}{W}: Choose a color. This creature gains hexproof from that color until end of turn and can't be blocked by creatures of that color this turn. Activate only if you control three or more creatures with different powers.
Land
{1}, {T}: Add {G}{W}.
Creature — Human Soldier
First strike (This creature deals combat damage before creatures without first strike.) Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)
Land
{T}: Add {C}. {2}{R}{W}, {T}: Target creature gains double strike until end of turn.
Land — Island Swamp
({T}: Add {U} or {B}.) This land enters tapped unless you control two or more basic lands.
Land — Plains Swamp
({T}: Add {W} or {B}.) This land enters tapped.
Creature — Pegasus
Flying {1}{W}: This creature gains vigilance and lifelink until end of turn. (Attacking doesn't cause it to tap. Damage dealt by it also causes you to gain that much life.)
Land
This land enters tapped unless you control a Forest or a Plains. {T}: Add {G} or {W}.
Creature — Dragon
Flying Whenever an opponent casts a spell, put a +1/+1 counter on this creature and you gain 1 life.
Land
{1}, {T}: Add {R}{W}.
Sorcery
If an opponent has more life than you, you gain 4 life. If an opponent controls more creatures than you, create two 1/1 white Human creature tokens. If an opponent has more cards in hand than you, draw a card.
Creature — Human Soldier
Tap two untapped artifacts and/or creatures you control: This creature deals 1 damage to each opponent. Activate only as a sorcery.
Creature — Frog Druid
When this creature enters, put a +1/+1 counter on target creature and you gain 1 life.
Creature — Cat Soldier
As long as this creature is equipped, it has first strike and lifelink. (It deals combat damage before creatures without first strike. Damage dealt by it also causes you to gain that much life.)
Creature — Human Cleric
At the beginning of your end step, if you control two or more tapped creatures, put a +1/+1 counter on target creature you control. {2}, Remove a +1/+1 counter from a creature you control: Tap target artifact or creature.
Creature — Human Knight
When this creature enters, if an opponent controls more lands than you, 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.") Landfall — Whenever a land you control enters, this creature gets +1/+0 until end of turn.
Creature — Human Artificer
Whenever you cast your second spell each turn, put a +1/+1 counter on this creature and draw a card.
Creature — Mutant Warrior
Trample When this creature enters or dies, return up to one target Aura or Equipment card from your graveyard to your hand.
Instant
Put target creature into its owner's library just beneath the top X cards of that library, where X is the number of doors you can see from your seat.
Creature — Human Rogue Villain
Trample Whenever you cast a spell with mana value 4 or greater, you may exile the top card of your library. If you do, you may play that card until you exile another card with this creature.
Instant
Until end of turn, target creature gets +2/+0 and gains "When this creature dies, return it to the battlefield tapped under its owner's control."
Sorcery
Choose one — • Suplex deals 3 damage to target creature. If that creature would die this turn, exile it instead. • Exile target artifact.
Creature — Human Citizen
Tap two untapped creatures you control: Add one mana of any color.
Instant
Target creature gets +3/+0 and gains first strike until end of turn. (It deals combat damage before creatures without first strike.)
Creature — Merfolk Rogue
Tap another untapped Rogue you control: This creature can't be blocked this turn. Whenever this creature deals combat damage to a player, draw a card.
Artifact
This artifact enters with six charge counters on it. {1}, {T}, Remove a charge counter from this artifact: Put a charge counter on target artifact.