Inventory last scanned: 4/27/2026, 6:09:23 PM
Creature — Giant Wizard
When this creature enters, it deals X damage to any target, where X is the greatest number of creatures you control that have a creature type in common.
Land
This land enters tapped. {T}: Add {C}. {T}: Add one mana of any color. Spend this mana only to cast a Cleric, Rogue, Warrior, or Wizard spell or to activate an ability of a Cleric, Rogue, Warrior, or Wizard.
Creature — Human Soldier
Defender Extort (Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain that much life.)
Creature — Bat
Flying Extort (Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain that much life.)
Creature — Cat Cleric
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.
Creature — Vedalken Artificer
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for {1}.) Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Enchantment
When this enchantment enters, create a 1/1 white Human Soldier creature token. Whenever a creature you control dies, each opponent loses 1 life and you gain 1 life.
Instant
Radiance — Choose a color. Target creature and each other creature that shares a color with it gain protection from the chosen color until end of turn.
Creature — Human Soldier
When this creature enters, you may search your library for any number of cards named Battalion Foot Soldier, reveal them, put them into your hand, then shuffle.
Artifact — Equipment
Living weapon (When this Equipment enters, create a 0/0 black Phyrexian Germ creature token, then attach this to it.) Equipped creature gets +1/+1 and has vigilance and lifelink. Equip {5}
Creature — Shark Beast
Trample Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)
Artifact Creature — Construct
At the beginning of combat on your turn, this creature gains banding until end of combat. (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's blocking.) Whenever this creature becomes blocked by a Wall, destroy that Wall at end of combat.
Creature — Sliver
All Sliver creatures have trample.
Creature — Wurm
Bloodthirst 1 (If an opponent was dealt damage this turn, this creature enters with a +1/+1 counter on it.) Creatures with power less than this creature's power can't block it.
Creature — Goblin
{1}{R}: Goblins you control get +1/+0 and gain haste until end of turn. Pack tactics — Whenever this creature attacks, if you attacked with creatures with total power 6 or greater this combat, create a 1/1 red Goblin creature token that's tapped and attacking.
Creature — Elephant
Trample Whenever a permanent you control becomes the target of a spell or ability an opponent controls, you may draw a card. Foretell {2}{G}{G} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Enchantment — Aura
Enchant creature Enchanted creature has double strike. (It deals both first-strike and regular combat damage.)
Sorcery
Create two 1/1 white Bird creature tokens with flying. Flashback—Tap three untapped white creatures you control. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Creature — Sliver
Sliver creatures you control get +2/+0.
Enchantment
At the beginning of your upkeep, if you have 200 or more cards in your library, you win the game.
Creature — Human Samurai
Bushido 2 (Whenever this creature blocks or becomes blocked, it gets +2/+2 until end of turn.) This creature attacks each combat if able.
Creature — Goblin Shaman
At the beginning of combat on your turn, you may have target creature get +2/+0 until end of turn.
Creature — Human Cleric
{T}: Prevent the next X damage that would be dealt to target creature this turn, where X is the number of Clerics on the battlefield.
Instant
Put a +1/+1 counter on target creature. That creature gains first strike until end of turn. You gain 2 life. (A creature with first strike deals combat damage before creatures without first strike.)
Creature — Bird
Flying, first strike
Creature — Bird
Flying When this creature enters, target creature gets +2/+2 and gains flying until end of turn.
Creature — Shapeshifter
Whenever you cast a spell that's both red and white, this creature has base power and toughness 4/2 until end of turn and gains first strike until end of turn.
Creature — Spirit
Flying Other Spirit creatures you control get +1/+0.
Creature — Human Soldier
Heroic — Whenever you cast a spell that targets this creature, put a +1/+1 counter on this creature, then scry 1. (To scry 1, look at the top card of your library, then you may put that card on the bottom.)
Creature — Plant Dog
As an additional cost to cast this spell, sacrifice a creature or pay {3}.
Creature — Beast
Whenever this creature attacks, another target attacking creature gets +0/+2 until end of turn. Untap that creature.
Sorcery
Beacon Bolt deals damage to target creature equal to the total number of instant and sorcery cards you own in exile and in your graveyard. Jump-start (You may cast this card from your graveyard by discarding a card in addition to paying its other costs. Then exile this card.)
Creature — Bird
Flying Whenever this creature deals combat damage to a player, you may untap target creature. {W}: This creature gets +0/+1 until end of turn.
Creature — Human Cleric
{T}: The next time a source of your choice would deal damage to you this turn, that damage is dealt to this creature instead.
Creature — Vedalken Wizard
Whenever you cast an instant or sorcery spell that targets only this creature, if you control one or more other creatures that spell could target, choose one of those creatures. Copy that spell. The copy targets the chosen creature.
Creature — Human Warrior
When this creature enters, create a 4/4 green Bear creature token.
Instant
Exile target card from a graveyard. Create a 1/1 white and black Spirit creature token with flying.
Instant
Delve (Each card you exile from your graveyard while casting this spell pays for {1}.) Target creature gets +6/+6 until end of turn.
Artifact — Contraption
Whenever you crank this Contraption, until end of turn, target creature gains "{2}: This creature fights another target creature."
Sorcery
Destroy target land or nonblack creature. It can't be regenerated.
Instant
Target creature gets -4/-0 until end of turn. Draw a card.
Creature — Elf Shaman
{2}{G}, {T}, Sacrifice a red creature, a green creature, and a white creature: Search your library for a card named Godsire, put it onto the battlefield, then shuffle.
Enchantment
Creatures you control have skulk. (They can't be blocked by creatures with greater power.) {4}{W}: Creatures you control get +1/+1 until end of turn.
Instant
Scry 2, then draw two cards. Foretell {1}{U} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Legendary Creature — Phyrexian Zombie Elf
At the beginning of each postcombat main phase, the active player adds {C}{C} for each of your opponents who lost life this turn. (Damage causes loss of life.)
Creature — Spirit
Flying Haunt (When this creature dies, exile it haunting target creature.) When this creature enters or the creature it haunts dies, create two 1/1 black Bat creature tokens with flying.
Legendary Creature — Spirit Soldier
Note the mana value of each card as it's put into exile. Bell Borca's power is equal to the greatest number noted for it this turn. At the beginning of your upkeep, exile the top card of your library. You may play that card this turn.
Creature — Human Knight
Menace (This creature can't be blocked except by two or more creatures.) Whenever this creature attacks, other Knights you control get +1/+0 until end of turn.
Creature — Dinosaur
Each creature you control assigns combat damage equal to its toughness rather than its power.
Creature — Vampire
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.) Whenever this creature deals combat damage to a player, create a Blood token. (It's an artifact with "{1}, {T}, Discard a card, Sacrifice this token: Draw a card.")
Creature — Dinosaur
Enrage — Whenever this creature is dealt damage, put a +1/+1 counter on each other creature you control.