Inventory last scanned: 5/2/2026, 6:08:59 PM
Creature — Human Scout
Outlast {1}{W} ({1}{W}, {T}: Put a +1/+1 counter on this creature. Outlast only as a sorcery.)
Creature — Human Soldier
This creature enters with two +1/+1 counters on it. {2}{G}, Remove a +1/+1 counter from this creature: Put a +1/+1 counter on target creature.
Land
{T}: Add {C}. {1}, {T}: Put a storage counter on this land. {1}, Remove X storage counters from this land: Add X mana in any combination of {G} and/or {W}.
Creature — Wurm
Whenever another creature enters, exile this creature. Return this creature to the battlefield under its owner's control at the beginning of the next end step.
Creature — Eldrazi Drone
Devoid (This card has no color.) Ingest (Whenever this creature deals combat damage to a player, that player exiles the top card of their library.) When this creature dies, you may draw a card. If you do, discard a card.
Creature — Human Scout
{W}, Sacrifice this creature: Return target artifact card from your graveyard to your hand.
Artifact Creature — Construct
Sacrifice this creature: Choose target permanent card in your graveyard that was put there from the battlefield this turn. Return it to your hand.
Creature — Merfolk Wizard
When this creature enters, return target instant or sorcery card from your graveyard to your hand.
Creature — Human Rebel Cleric
{W}, Sacrifice this creature: Prevent the next 1 damage that would be dealt to each creature you control this turn.
Creature — Human Cleric
{T}: Prevent the next 1 damage that would be dealt to any target this turn.
Instant
Prevent all damage that would be dealt to you this turn by a source of your choice. Whenever damage from a black or red source is prevented this way this turn, you gain that much life.
Instant
Target creature gets +2/+1 and gains haste until end of turn. Scry 1.
Legendary Planeswalker — Samut
Creatures you control have haste. −1: Target creature gets +2/+1 and gains haste until end of turn. Scry 1.
Legendary Creature — Halfling Peasant
Flash When Samwise enters, choose up to one target permanent card in your graveyard that was put there from the battlefield this turn. Return it to your hand. Then the Ring tempts you.
Creature — Human Cleric
Protection from black and from red When this creature enters, exile all cards that are black or red from all graveyards. If a black or red permanent, spell, or card not on the battlefield would be put into a graveyard, exile it instead.
Sorcery
Destroy target artifact or enchantment. You gain 3 life.
Enchantment
Whenever an opponent taps a Mountain for mana, you may gain 1 life.
Enchantment
Humans you control get +1/+1. {2}, Tap two untapped Humans you control: Tap target creature an opponent controls.
Creature — Rhino Beast
First strike Cycling {2}{R} ({2}{R}, Discard this card: Draw a card.) When you cycle this card, put a first strike counter on target creature you control.
Artifact Creature — Gargoyle
Flying When this creature enters, you may return target artifact card from your graveyard to your hand.
Creature — Human Cleric
Sacrifice this creature: The next time a source of your choice would deal damage to any target this turn, prevent that damage.
Legendary Enchantment — Shrine
At the beginning of your first main phase, you may draw X cards, where X is the number of Shrines you control. If you do, discard a card.
Creature — Merfolk
Cycling {2} ({2}, Discard this card: Draw a card.)
Enchantment — Aura
Enchant creature Prevent all combat damage that would be dealt to and dealt by enchanted creature.
Creature — Dog Scout
When this creature enters, bolster 2. (Choose a creature with the least toughness among creatures you control and put two +1/+1 counters on it.)
Land
This land enters tapped. When this land enters, target creature gets +1/+1 and gains vigilance until end of turn. {T}: Add {W}.
Artifact Creature — Sphinx
Flying When this creature enters, choose an opponent. If that player has more cards in hand than you, draw cards equal to the difference.
Instant
Sandstorm deals 1 damage to each attacking creature.
Creature — Spirit
{R}, Sacrifice this creature: Target creature can't block this turn. Whenever you cast a multicolored spell, you may return this card from your graveyard to your hand.
Enchantment — Aura
Enchant creature Enchanted creature gets +3/-3.
Creature — Vampire Wizard
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Sorcery
This spell costs {3} less to cast if you've gained 3 or more life this turn. Return up to two target creature cards from your graveyard to your hand.
Artifact
When this artifact enters, create a Blood token. (It's an artifact with "{1}, {T}, Discard a card, Sacrifice this token: Draw a card.") Whenever you sacrifice a Blood token, you may have this artifact become a 3/3 Vampire artifact creature with haste until end of turn.
Creature — Skeleton
{2}{B}: Return this card from your graveyard to your hand.
Creature — Rat
When this creature enters, target player discards a card at random.
Artifact — Contraption
Whenever you crank this Contraption, add {G}. Until end of turn, you don't lose this mana as steps and phases end.
Creature — Drake
Flying Each creature you control with a +1/+1 counter on it has flying.
Sorcery
Kicker {4} (You may pay an additional {4} as you cast this spell.) Create two 1/1 green Saproling creature tokens. If this spell was kicked, create four of those tokens instead.
Artifact Creature — Phyrexian Myr
{2}: This creature gains flying until end of turn. {2}, Sacrifice this creature: Draw a card.
Legendary Creature — Human Knight
At the beginning of each player's end step, if no permanents left the battlefield this turn, that player loses X life, where X is Sarevok's power. Choose a Background (You can have a Background as a second commander.)
Instant
Sarkhan's Catharsis deals 5 damage to target player or planeswalker.
Instant
Sarkhan's Rage deals 5 damage to any target. If you control no Dragons, Sarkhan's Rage deals 2 damage to you.
Enchantment
Whenever you cast a creature spell with power 4, 5, or 6, this enchantment deals 4 damage to any target. Whenever you cast a creature spell with power 7 or greater, this enchantment deals 4 damage to each opponent and each creature and planeswalker they control.
Creature — Wolf
When this creature enters, draw a card. Foretell {1}{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.)
Creature — Dryad
Defender {T}, Tap an untapped creature you control: Add one mana of any color.
Creature — Elf Warrior
When this creature enters, if you control two or more Gates, you gain 7 life.
Creature — Satyr Shaman
When this creature enters, put a +1/+1 counter on target creature.
Creature — Satyr
{R}, Sacrifice this creature: Add {R}{R}{R}.
Creature — Satyr Soldier
Heroic — Whenever you cast a spell that targets this creature, put a +1/+1 counter on this creature.
Creature — Satyr Shaman
Haste Inspired — Whenever this creature becomes untapped, you may pay {2}{R}. If you do, create a 3/1 red Elemental enchantment creature token with haste.
Creature — Satyr Rogue
{3}{G}: Target creature must be blocked this turn if able.
Creature — Satyr
When this creature enters, reveal the top four cards of your library. You may put a land card from among them into your hand. Put the rest into your graveyard.
Instant
Escalate {1} (Pay this cost for each mode chosen beyond the first.) Choose one or more — • Creatures target player controls gain trample until end of turn. • Savage Alliance deals 2 damage to target creature. • Savage Alliance deals 1 damage to each creature target opponent controls.
Creature — Elemental Cat
Trample This creature enters with seven +1/+1 counters on it. Whenever you tap a land for mana, remove a +1/+1 counter from this creature.
Sorcery
Kicker {G} (You may pay an additional {G} as you cast this spell.) Creatures you control gain first strike until end of turn. If this spell was kicked, they get +1/+1 until end of turn.
Sorcery
Target creature you control fights target creature you don't control. Ferocious — The creature you control gets +2/+2 until end of turn before it fights if you control a creature with power 4 or greater.