Inventory last scanned: 5/3/2026, 6:12:06 PM
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.
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and has "{1}{G}: Regenerate this creature."
Sorcery
Target creature you control gets +2/+2 until end of turn. It fights target creature you don't control. (Each deals damage equal to its power to the other.)
Sorcery
This spell costs {2} less to cast if it targets a Dinosaur you control. Put a +1/+1 counter on target creature you control. Then that creature fights target creature you don't control. (Each deals damage equal to its power to the other.)
Instant
Target creature gets +2/+2 until end of turn. Untap that creature.
Sorcery
Target creature you control gets +2/+2 until end of turn if its power is 2. Then it fights target creature you don't control. (Each deals damage equal to its power to the other.)
Artifact
{T}: Add {R}, {W}, or {B}. Cycling {2} ({2}, Discard this card: Draw a card.)
Creature — Elemental Cat
Whenever you cycle a card, you may pay {2}. When you do, this creature deals 2 damage to target creature and you gain 2 life.
Enchantment — Aura
Flash Enchant creature you control When this Aura enters, all damage that would be dealt this turn to you and permanents you control is dealt to enchanted creature instead. Enchanted creature gets +0/+3.
Instant
Return target creature you own to your hand. Flashback {W} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Creature — Human Soldier
Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.) Whenever this creature trains, exile up to one other target creature from the battlefield or creature card from a graveyard. When this creature leaves the battlefield, put the exiled cards onto the battlefield under their owners' control.
Creature — Human Warrior
Whenever this creature attacks or blocks, create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.") Sacrifice two Foods: Draw a card.
Instant
Counter target spell. 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.)
Creature — Human Archer
When this creature enters, choose up to one — • Destroy target artifact an opponent controls. • This creature fights target Zombie an opponent controls.
Creature — Bird
Flying When this creature enters, return a white or blue creature you control to its owner's hand. When this creature enters, draw two cards, then put two cards from your hand on the bottom of your library.
Creature — Centaur Warrior
Bloodrush — {1}{G}, Discard this card: Target attacking creature gets +2/+4 until end of turn.
Artifact
{3}, {T}, Sacrifice this artifact: It deals 3 damage to target creature.
Creature — Devil
{2}{R}: This creature deals 1 damage to target player or planeswalker.
Creature — Salamander
Whenever this creature attacks, you may have it deal 1 damage to each creature without flying defending player controls.
Instant
Bolster 1, then put a +1/+1 counter on each creature you control with a +1/+1 counter on it. (To bolster 1, choose a creature with the least toughness among creatures you control and put a +1/+1 counter on it.)
Sorcery
Put a +1/+1 counter on up to one target creature. You gain 2 life. You may play an additional land this turn. Draw a card.
Creature — Crocodile
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Creature — Lizard Druid
{T}: You may put a land card from your hand onto the battlefield.
Creature — Human Soldier
As an additional cost to cast this spell, you may reveal a Dragon card from your hand. This creature enters with a +1/+1 counter on it if you revealed a Dragon card or controlled a Dragon as you cast this spell.
Creature — Elemental
When this creature enters, create two 1/1 red Elemental creature tokens. Elementals you control gain haste until end of turn. (They can attack and {T} this turn.)
Artifact Creature — Gnome
When this creature enters, search your library for a basic land card or Cave card, put it onto the battlefield tapped, then shuffle.
Instant
Exile up to three target cards from a single graveyard. Cycling {B} ({B}, Discard this card: Draw a card.)
Artifact Creature — Scarecrow
Whenever this creature becomes tapped, choose one — • You may put a land card from your hand onto the battlefield tapped. • Return target land card from your graveyard to the battlefield tapped.
Instant
Counter target noncreature spell. Draw a card.
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.) Create three 1/1 green Saproling creature tokens.
Instant
Counter target spell. Awaken 3—{4}{U}{U} (If you cast this spell for {4}{U}{U}, also put three +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)
Instant
Look at the top four cards of your library. Put two of those cards into your hand and the rest into your graveyard.
Instant
Scattershot deals 1 damage to target creature. Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
Artifact — Equipment
When this Equipment enters, attach it to target creature you control. Equipped creature gets +2/+0. Equip {2}{R} ({2}{R}: Attach to target creature you control. Equip only as a sorcery.)
Creature — Zombie
At the beginning of each end step, put a corpse counter on this creature for each creature that died this turn. Remove a corpse counter from this creature: Regenerate this creature.
Creature — Ooze
{G}: Exile target card from a graveyard. If it was a creature card, put a +1/+1 counter on this creature and you gain 1 life.
Artifact
{3}{U}, {T}: Draw a card.
Creature — Human Citizen
As this creature enters, you may choose a nonland permanent. Activated abilities of the chosen permanent can't be activated. This creature has all activated abilities of the chosen permanent except for loyalty abilities. You may spend mana as though it were mana of any color to activate those abilities.
Creature — Human Cleric
{2}{B}: Each opponent loses 1 life. You gain life equal to the life lost this way.
Creature — Human Artificer
When this creature enters, if you control an artifact, draw a card.