123 SE Parkway Court, Suite 120, Franklin, TN, 37064
Cards Tracked
8922
In Stock
8920
Rating
β
Inventory last scanned: 8/16/2026, 6:10:04 PM
Instant
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.) Stoke the Flames deals 4 damage to any target.
Sorcery
Return target creature with mana value X to its owner's hand. You create X 1/1 blue Faerie creature tokens with flying.
Sorcery
Target opponent exiles cards from the top of their library until they exile a nonland card. Until end of turn, you may cast that card without paying its mana cost.
Sorcery
Create a token that's a copy of target artifact or creature. Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
Artifact β Equipment
Flash When this Equipment enters, attach it to target creature you control. That creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.) Equipped creature gets +1/+0. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Instant
Choose target creature you control and target Equipment. Gain control of that Equipment until end of turn. Attach it to the chosen creature. When you lose control of that Equipment this turn, if it's attached to a creature you control, unattach it.
Land β Mountain Forest
({T}: Add {R} or {G}.) As this land enters, you may pay 2 life. If you don't, it enters tapped.
Creature β Giant
Whenever this creature enters or attacks, create a 3/1 colorless Wall artifact creature token with defender named Stone Boulder. {2}{R}, Sacrifice an artifact: This creature deals 4 damage to any target.
Creature β Centaur Warrior
Trample, indestructible Whenever another creature you control attacks, it gains trample and indestructible until end of turn.
Land
This land enters tapped. {T}: Add {R} or {W}.
Creature β Merfolk Wizard
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) Merfolk spells and Wizard spells you cast cost {1} less to cast.
Creature β Goblin Bard
When this creature enters, each opponent discards a card.
Enchantment β Aura
Flash Enchant artifact or creature When this Aura enters, tap enchanted permanent. Enchanted permanent loses all abilities and doesn't untap during its controller's untap step.
Artifact β Equipment
Equipped creature gets +3/+0. Whenever equipped creature attacks, draw a card if you control three or more attacking creatures. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
Creature β Human Berserker
Bloodthirst 2 (If an opponent was dealt damage this turn, this creature enters with two +1/+1 counters on it.) Menace (This creature can't be blocked except by two or more creatures.)
Creature β Dragon
Flying, haste, protection from white {5}{R}{R}: Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.) When this creature becomes monstrous, it deals damage to each opponent equal to the number of cards in that player's hand.
Land
This land enters tapped unless you control two or more other lands. {T}: Add {U} or {R}.
Creature β Human Shaman
Haste When this creature enters, return any number of Aura cards from your graveyard to the battlefield attached to creatures you control. Exile those Auras at the beginning of your next end step. If those Auras would leave the battlefield, exile them instead of putting them anywhere else.
Creature β Dwarf Shaman
This creature gets +1/+0 for each artifact you control. Magecraft β Whenever you cast or copy an instant or sorcery spell, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
Sorcery
Return all creature cards from your graveyard to the battlefield. Each of them is a 1/1 Spirit with flying in addition to its other types. Exile Storm of Souls.
Enchantment
When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.
Creature β Dragon
Flying Other Dragons you control get +1/+1. Storm (When you cast this spell, copy it for each spell cast before it this turn. Copies become tokens.)
Creature β Human Wizard
{W}{W}, {T}: Target creature gains protection from the color of your choice until end of turn. {B}{B}, {T}: Target player loses 2 life and you gain 2 life.
Creature β Leviathan
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) All lands are Islands in addition to their other types. Creatures without flying or islandwalk can't attack.
Creature β Elemental
This spell costs {2}{U} less to cast if you've cast an instant or sorcery spell this turn. Flying Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) When this creature enters, scry 2.
Land
This land enters tapped unless a player has 13 or less life. {T}: Add {B} or {G}.
Sorcery
Target opponent exiles a creature they control and their graveyard.
Sorcery
Look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard.
Creature β Wraith
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) CyclingβPay 2 life. (Pay 2 life, Discard this card: Draw a card.)
Legendary Creature β Vampire Noble
Flying At the beginning of your end step, create a Blood token for each player who lost life this turn. Whenever Strefan attacks, you may sacrifice two Blood tokens. If you do, you may put a Vampire card from your hand onto the battlefield tapped and attacking. It gains indestructible until end of turn.
Instant
Target creature gets +2/+2 until end of turn. If you control an Equipment, create a 1/1 white Human Soldier creature token.
Instant
Kicker {2}{W} (You may pay an additional {2}{W} as you cast this spell.) Target creature you control gets +2/+2 until end of turn. If this spell was kicked, put a +1/+1 counter on each creature you control.
Legendary Creature β Human Ranger
Landfall β Whenever a land you control enters, target creature gets +1/+1 until end of turn. Then if that creature has power 4 or greater, it gains first strike until end of turn.
Creature β Sliver
Sliver creatures you control have first strike. (They deal combat damage before creatures without first strike.)
Artifact
{2}, {T}: Copy target triggered ability you control. You may choose new targets for the copy. (A triggered ability uses the words "when," "whenever," or "at.")
Creature β Serpent
Hexproof (This creature can't be the target of spells or abilities your opponents control.) Cycling {U} ({U}, Discard this card: Draw a card.)
Land
{T}: Add {C}. {T}, Sacrifice this land: Destroy target land.
Instant
Target player draws X cards.
Creature β Vampire Rogue
At the beginning of your end step, if an opponent lost life this turn, put a +1/+1 counter on target Vampire you control.
Creature β Vampire Noble
This creature can't be blocked by Humans. Whenever this creature deals combat damage to a player, put a +1/+1 counter on it.
Creature β Vampire Horror
Trample Whenever this creature deals combat damage to a player, exile the top card of your library. Until end of turn, you may play that card. Madness {1}{R} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Creature β Orc Pirate
Raid β When this creature enters, if you attacked this turn, exile the top two cards of your library. Choose one of them. Until the end of your next turn, you may play that card.
Enchantment
Kicker {G} and/or {W} (You may pay an additional {G} and/or {W} as you cast this spell.) When this enchantment enters, you gain 3 life for each time it was kicked. Whenever one or more creatures you control deal combat damage to a player, you may reveal the top card of your library and put it into your hand. If you do, you lose life equal to its mana value.
Legendary Creature β Mutant Berserker
Ward {2} Enrage β Whenever Strong is dealt damage, you get three rad counters and put three +1/+1 counters on Strong. You gain life rather than lose life from radiation.
Sorcery
Destroy all artifacts, then Structural Assault deals damage to each creature equal to the number of artifacts that were put into graveyards from the battlefield this turn.