1262 Main Street Suite C, Sweet Home, OR, 97386
Cards Tracked
5365
In Stock
5365
Rating
—
Inventory last scanned: 6/15/2026, 6:10:37 PM
Sorcery
Target player skips their next draw step.
Creature — Human Soldier
Sacrifice a land: This creature gets +2/+0 and gains first strike until end of turn. Activate only once each turn.
Enchantment — Aura
Enchant creature Whenever enchanted creature blocks, you gain 3 life.
Legendary Creature — Homunculus
When Fblthp enters, draw a card. If it entered from your library or was cast from your library, draw two cards instead. When Fblthp becomes the target of a spell, shuffle Fblthp into its owner's library.
Enchantment — Aura
Enchant creature (Target a creature as you cast this. This card enters attached to that creature.) Enchanted creature has fear. (It can't be blocked except by artifact creatures and/or black creatures.)
Creature — Dwarf Berserker
Backup 1 (When this creature enters, put a +1/+1 counter on target creature. If that's another creature, it gains the following ability until end of turn.) Double strike
Creature — Fish Pirate
Haste Vehicles you control have haste. Whenever you attack, if a Pirate and a Vehicle attacked this combat, draw three cards, then discard two cards.
Enchantment Creature — Nightmare
As an additional cost to cast this spell, exile a creature you control. Flying When this creature enters, exile target creature an opponent controls. When this creature leaves the battlefield, put each card exiled with it into its owner's hand.
Enchantment Creature — Nightmare
When this creature enters, it deals 4 damage to each opponent. Delirium — Whenever a source you control deals noncombat damage to an opponent, if there are four or more card types among cards in your graveyard, this creature deals that amount of damage to target creature that player controls.
Enchantment Creature — Nightmare
Whenever this creature deals combat damage to a player, draw that many cards.
Enchantment Creature — Nightmare
Flying Whenever this creature attacks, target creature defending player controls gets -2/-0 and loses flying until your next turn.
Enchantment Creature — Nightmare
When this creature enters, tap up to one target creature. If an opponent controls that creature, put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Enchantment Creature — Nightmare
Flying, lifelink This creature can't block. Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, you may return this card from your graveyard to your hand.
Enchantment Creature — Nightmare
When this creature dies, it deals 1 damage to any target and you gain 1 life.
Enchantment Creature — Nightmare
Vigilance Whenever this creature attacks, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Enchantment Creature — Nightmare
Whenever this creature attacks, if defending player controls no Glimmer creatures, it gains menace and deathtouch until end of turn. (A creature with menace can't be blocked except by two or more creatures.)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and has "{2}{R}: Target creature can't block this creature this turn."
Creature — Bird Mutant
Flying When this creature leaves the battlefield, create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.")
Legendary Creature — Angel
Flying Whenever you cast an instant or sorcery spell that targets a creature you control, exile that card instead of putting it into your graveyard as it resolves. If you do, return it to your hand at the beginning of the next end step.
Instant
Feed the Flames deals 5 damage to target creature. If that creature would die this turn, exile it instead.
Sorcery
You draw three cards and you lose 3 life. Corrupted — Each opponent who has three or more poison counters loses 3 life.
Instant
Tap up to two target creatures. Flashback {1}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Creature — Shapeshifter
Changeling (This card is every creature type.) During your turn, this creature has first strike.
Creature — Cat Beast
Lifelink (Damage dealt by this creature also causes you to gain that much life.) When this creature enters, put a +1/+1 counter on each of up to two other target creatures you control.
Artifact — Spacecraft
When this Spacecraft enters, mill three cards, then return a creature or Spacecraft card from your graveyard to your hand. Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 8+.) 8+ | Flying, lifelink
Sorcery
Put a +1/+1 counter on target creature you control. Then that creature deals damage equal to its power to target creature an opponent controls.
Creature — Human Archer
{T}: This creature deals 4 damage to target attacking creature with flying.
Creature — Human Cleric
{T}: Prevent the next 1 damage that would be dealt to any target this turn.
Creature — Human Knight
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) {W}: This creature gains vigilance until end of turn.
Creature — Human Scout
Creature — Human Soldier
Double strike (This creature deals both first-strike and regular combat damage.)
Instant
Prevent all combat damage that would be dealt by target creature this turn. Cycling {2} ({2}, Discard this card: Draw a card.)
Creature — Nightstalker
This creature has fear as long as you control no untapped lands. (It can't be blocked except by artifact creatures and/or black creatures.)
Instant
Target creature gets +1/+1 until end of turn. Draw a card at the beginning of the next turn's upkeep.
Enchantment — Aura
Flash (You may cast this spell any time you could cast an instant.) Enchant creature Enchanted creature gets +2/+2.
Creature — Wolf
Trample {1}{R}: This creature gets +2/+0 until end of turn.
Creature — Nightstalker
Flying
Creature — Fungus
At the beginning of your upkeep, put a spore counter on this creature. Remove three spore counters from this creature: Regenerate this creature.
Enchantment — Aura
Enchant creature Whenever enchanted creature blocks or becomes blocked, you may put a +1/+1 counter on it.
Artifact
Creature spells cost {2} more to cast.
Enchantment — Aura
Enchant land Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color.
Creature — Human Knight
Haste When this creature enters, target creature can't block this turn.
Creature — Boar
Trample Morbid — This creature enters with two +1/+1 counters on it if a creature died this turn.
Enchantment — Aura
Enchant creature At the beginning of your upkeep, you may put an infection counter on this Aura. At the beginning of the upkeep of enchanted creature's controller, this Aura deals X damage to that player, where X is the number of infection counters on this Aura.
Creature — Devil
Whenever you cast an instant or sorcery spell, this creature gets +2/+0 until end of turn.
Creature — Horror
{2}{B}: Adapt 2. (If this creature has no +1/+1 counters on it, put two +1/+1 counters on it.) Whenever one or more +1/+1 counters are put on this creature, you may draw two cards. If you do, you lose 2 life.
Creature — Shade Horror
{B}: This creature gets +1/+1 until end of turn.
Creature — Spirit
Flying At the beginning of your upkeep, sacrifice this creature unless you pay {1} for each other creature you control.
Instant
Target creature gets +2/+0 until end of turn. Draw a card at the beginning of the next turn's upkeep.