Inventory last scanned: 5/17/2026, 7:06:01 PM
Sorcery
Choose one — • Destroy target artifact or enchantment. • Target creature you control explores, then it explores again. (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 that creature, then put the card back or put it into your graveyard. Then repeat this process.)
Sorcery
Each player reveals a number of cards from the top of their library equal to the number of nonland permanents they control, puts all permanent cards they revealed this way onto the battlefield, and puts the rest into their graveyard.
Sorcery
Creatures you control gain vigilance and trample until end of turn. Roll a d20. 1—9 | Creatures you control get +2/+2 until end of turn. 10—19 | Put two +1/+1 counters on each creature you control. 20 | Put four +1/+1 counters on each creature you control.
Instant
This spell costs {1} less to cast for each creature card in your graveyard. Exile target creature or planeswalker.
Enchantment — Aura Curse
Enchant player Creatures enchanted player controls lose all abilities and have base power and toughness 1/1. Enchanted player can't activate abilities that aren't mana abilities or loyalty abilities.
Instant
Choose one or both — • Overwhelming Surge deals 3 damage to target creature. • Destroy target noncreature artifact.
Instant — Lesson
Overwhelming Victory deals 5 damage to target creature. Each creature you control gains trample and gets +X/+0 until end of turn, where X is the amount of excess damage dealt this way.
Creature — Ogre Mercenary
Whenever you commit a crime during your turn, this creature gains indestructible until end of turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime. Damage and effects that say "destroy" don't destroy a creature with indestructible.)
Creature — Human Wizard
When this creature enters, sacrifice it unless you return three basic lands you control to their owner's hand. {T}, Return this creature to its owner's hand: Destroy target creature. It can't be regenerated. That creature's controller creates a 0/1 green Sheep creature token.
Creature — Goblin Druid
At the beginning of your end step, if creatures you control have total power 8 or greater, draw a card.
Legendary Creature — Human Noble
Trample, firebending 4, haste If you would lose unspent mana, that mana becomes red instead. Ozai has flying and indestructible as long as you have six or more unspent mana.
Instant
Attacking creatures get +X/+0 until end of turn, where X is the number of players being attacked. Draw a card.
Creature — Wolf Spirit
Flash When this creature enters, you may discard a land card. If you do, create a 2/2 green Wolf creature token.
Sorcery
Choose a creature type. Target player draws X cards and loses X life, where X is the number of creatures they control of the chosen type.
Enchantment — Aura
Enchant creature you control When this Aura enters, enchanted creature deals damage equal to its power to any other target. Whenever enchanted creature is dealt damage, it deals that much damage to each opponent.
Enchantment
Whenever an opponent casts a spell, that player loses 5 life unless they discard a card.
Sorcery
Converge — You draw X cards and lose X life, where X is the number of colors of mana spent to cast this spell.
Creature — Brainiac
At the beginning of your upkeep, roll a six-sided die. This creature gets +X/+0 until end of turn, where X is the result.
Enchantment — Room // Enchantment — Room
Legendary Creature — Elemental Dog
Partner with Haldan, Avid Arcanist Haste Whenever Pako attacks, exile the top card of each player's library and put a fetch counter on each of them. Put a +1/+1 counter on Pako for each noncreature card exiled this way.
Creature — Human Knight
First strike, protection from black and from red (This creature deals combat damage before creatures without first strike. It can't be blocked, targeted, dealt damage, or enchanted by anything black or red.)
Artifact — Equipment
Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) Equipped creature gets +2/+1, has ward {1}, and is a Knight in addition to its other types. Lightbringer and Hero's Shield — Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.)
Creature — Dinosaur
Reach {T}: This creature deals 2 damage to each opponent.
Creature — Elf Druid
This creature has hexproof as long as it's untapped. (It can't be the target of spells or abilities your opponents control.) {T}: Add one mana of any color.
Land
This land enters tapped. {T}: Add {G} or {U}. {2}{G}{U}, {T}: Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Creature — Elf Druid
Reach When this creature enters, look at the top five cards of your library. You may reveal a land card or a card with {X} in its mana cost from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Enchantment — Aura
Enchant creature Fading 1 (This enchantment enters with one fade counter on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.) Enchanted creature gets +3/+2. When this Aura leaves the battlefield, destroy enchanted creature. That creature can't be regenerated.
Creature — Human Detective
Whenever you manifest dread, put a card you put into your graveyard this way into your hand.
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and is goaded. (It attacks each combat if able and attacks a player other than you if able.) Whenever enchanted creature attacks, its controller loses 2 life and you gain 2 life.
Legendary Artifact — Vehicle
Flying, first strike, vigilance Whenever Parhelion II attacks, create two 4/4 white Angel creature tokens with flying and vigilance that are attacking. Crew 4 (Tap any number of creatures you control with total power 4 or more: This Vehicle becomes an artifact creature until end of turn.)
Enchantment — Aura
Enchant creature All damage that would be dealt to you is dealt to enchanted creature instead.
Creature — Lizard Wizard
Noncreature spells you cast from exile have convoke. (Each creature you tap while casting a noncreature spell from exile pays for {1} or one mana of that creature's color.) At the beginning of your first main phase, you may discard a card. If you do, exile the top two cards of your library, then choose one of them. You may play that card this turn.
Artifact — Vehicle
Whenever this Vehicle attacks, you may pay {U}. When you do, another target attacking creature can't be blocked this turn. Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
Creature — Cat
Flying When this creature enters, target Human you control gets +2/+2 until end of turn.
Artifact Creature — Toy
Double strike This creature enters with two -1/-1 counters on it if you cast it from your hand.
Artifact Creature — Construct
Ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.) Whenever you cast an artifact spell, put a +1/+1 counter on this creature.
Artifact
As this artifact enters, choose a creature type. Creatures you control of the chosen type get +1/+1. {T}: Add one mana of any color.
Artifact Creature — Beast
Delirium — This creature can't attack or block unless there are four or more card types among cards in your graveyard. At the beginning of your upkeep, you may mill a card. (You may put the top card of your library into your graveyard.)
Creature — Dinosaur
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.)
Land
This land enters tapped. {T}: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Enchantment
Devoid (This card has no color.) When this enchantment enters, create two 0/1 colorless Eldrazi Spawn creature tokens with "Sacrifice this token: Add {C}." Eldrazi you control have "{T}: Add one mana of any color." Whenever you cast a creature spell with mana value 7 or greater, you gain 4 life.
Enchantment
As long as your life total is greater than or equal to your starting life total, creatures you control get +1/+1. Whenever one or more creatures you control attack, you gain life equal to the number of attacking creatures.
Enchantment
Whenever a creature you control 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 the creature, then put the card back or put it into your graveyard.)
Sorcery
Each player mills two cards. Then you put a creature card from a graveyard onto the battlefield under your control. It's an artifact in addition to its other types. Will of the Planeswalkers — Starting with you, each player votes for planeswalk or chaos. If planeswalk gets more votes, planeswalk. If chaos gets more votes or the vote is tied, chaos ensues.
Creature — Eldrazi
Annihilator 3 (Whenever this creature attacks, defending player sacrifices three permanents of their choice.) This creature can't be blocked except by three or more creatures.