Inventory last scanned: 5/14/2026, 6:43:49 PM
Land
This land enters tapped unless you control a Mountain. {T}: Add {R}. {1}{R}{R}, {T}: Creatures you control get +1/+0 until end of turn.
Land
This land enters tapped unless you control an Island. {T}: Add {U}. {2}{U}{U}, {T}: Scry 2.
Sorcery
Choose one or more — • Destroy target artifact. • Destroy target creature. • Destroy target enchantment. • Destroy target land. • Destroy target planeswalker.
Creature — Human Citizen
When this creature enters, create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.") Whenever you gain life for the first time during each of your turns, create a 1/1 white Cat creature token.
Artifact Creature — Construct
Vigilance When this creature enters, each player chooses an artifact, a creature, an enchantment, and a planeswalker from among the nonland permanents they control, then sacrifices the rest.
Creature — Horror Mercenary
Sacrifice a creature: Regenerate this creature. {6}, {T}: Search your library for a Mercenary permanent card with mana value 6 or less, put it onto the battlefield, then shuffle.
Creature — Horror Mercenary
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) {5}, {T}: Search your library for a Mercenary permanent card with mana value 5 or less, put it onto the battlefield, then shuffle.
Sorcery
Search your library for a Mercenary card, reveal that card, put it into your hand, then shuffle.
Creature — Human Soldier
Flash {1}, Sacrifice this creature: Destroy target artifact or enchantment.
Enchantment — Aura
Enchant creature Enchanted creature has vigilance and "At the beginning of your end step, create a 1/1 white Human creature token."
Sorcery
The owner of target artifact or enchantment an opponent controls shuffles it into their library. You may shuffle up to four target cards from your graveyard into your library.
Artifact Creature — Construct
When this creature dies, add {C}{C}{C}.
Instant
This spell can't be countered. (This includes by the ward ability.) Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. Suspect it. (It has menace and can't block.)
Instant
Spree (Choose one or more additional costs.) + {1} — Caught in the Crossfire deals 2 damage to each outlaw creature. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.) + {1} — Caught in the Crossfire deals 2 damage to each non-outlaw creature.
Creature — Insect
{1}{G}, Sacrifice this creature: Destroy target artifact or enchantment.
Instant
As an additional cost to cast this spell, behold a Dragon or pay {1}. (To behold a Dragon, choose a Dragon you control or reveal a Dragon card from your hand.) Target creature gets -3/-3 until end of turn.
Creature — Elf Survivor
Survival — At the beginning of your second main phase, if this creature is tapped, you gain 2 life.
Creature — Dinosaur
When this creature enters, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.) {3}{G}: This creature can't be blocked by creatures with power 2 or less this turn.
Creature — Nightmare
Mutate {3}{B} (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.) Menace (This creature can't be blocked except by two or more creatures.) Whenever this creature mutates, each opponent discards a card.
Land
{T}: Add {C}. {T}: Add {W} or {B}. This land deals 1 damage to you.
Legendary Creature — Dwarf Artificer
Fabricate 1 (When this creature enters, put a +1/+1 counter on it or create a 1/1 colorless Servo artifact creature token.) Other nontoken creatures you control have fabricate 1. {2}, {T}: Choose one — • Populate. • Proliferate.
Legendary Creature — Human Warrior
Partner with Ukkima, Stalking Shadow (When this creature enters, target player may put Ukkima into their hand from their library, then shuffle.) Whenever a creature you control deals combat damage to a player, put a +1/+1 counter on that creature.
Instant // Sorcery
Legendary Creature — Elf Noble
Whenever you attack with one or more Elves, scry 1. Whenever you scry, Celeborn gets +1/+1 until end of turn for each card looked at while scrying this way.
Legendary Creature — Human Wizard Knight
When Celes enters, discard any number of cards, then draw that many cards plus one. Whenever one or more other creatures you control enter, if one or more of them entered from a graveyard or was cast from a graveyard, put a +1/+1 counter on each creature you control.
Enchantment Creature — Archon
Bestow {5}{W}{W} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached.) Flying, first strike Enchanted creature gets +4/+4 and has flying and first strike.
Land
This land enters tapped. {T}: Add {W} or {U}. {3}{W}{U}: Until end of turn, this land becomes a 4/4 white and blue Elemental creature with flying and vigilance. It's still a land.
Creature — Zombie
Other Zombie creatures you control get +1/+1. {2}{B}, {T}: Exile target creature card from a graveyard. Create a 2/2 black Zombie creature token.
Creature — Merfolk Scout
When this creature enters, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
Instant
Counter target spell unless its controller pays {1}. Cycling {U} ({U}, Discard this card: Draw a card.)
Enchantment — Room // Enchantment — Room
Land
{T}: Add {U}. This land deals 1 damage to you. Threshold — {U}, {T}, Sacrifice this land: Target player draws three cards, then discards three cards. Activate only if there are seven or more cards in your graveyard.
Creature — Octopus Wizard
Whenever this creature becomes the target of a spell or ability, mill three cards. {2}{U}, {T}: Prevent all combat damage that would be dealt to and dealt by target creature you control this turn.
Creature — Octopus Wizard
When this creature enters, 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.) Threshold — This creature can't be blocked as long as there are seven or more cards in your graveyard.
Sorcery
Choose one — • Target opponent discards two cards. • Target opponent reveals their hand. You choose a nonland card from it. That player discards that card.
Creature — Devil
Animate Chains — When this creature enters, each player sacrifices a nontoken creature of their choice.
Enchantment — Aura
Enchant Mountain you control When this Aura enters, exile target creature an opponent controls until this Aura leaves the battlefield. (That creature returns under its owner's control.)
Sorcery
Target player sacrifices a creature of their choice. Flashback {5}{B}{B} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Legendary Creature — Human Minion
All Nightmares get +1/+1. {B}{B}{B}, Pay 3 life: Put target creature card from a graveyard onto the battlefield under your control. That creature is black and is a Nightmare in addition to its other creature types. When Chainer leaves the battlefield, exile all Nightmares.
Artifact — Equipment
When this Equipment enters, it deals 3 damage to up to one target creature. Whenever one or more creatures die, put a rev counter on this Equipment. Equipped creature gets +X/+0, where X is the number of rev counters on this Equipment. Equip {3}
Enchantment
When this enchantment enters, return up to one target instant or sorcery card from your graveyard to your hand. Whenever you cast an instant or sorcery spell, draw a card. Then discard a card unless there are three or more Lesson cards in your graveyard.
Enchantment
Whenever one or more creature cards leave your graveyard, create a 2/2 white and blue Detective creature token, then investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")