Inventory last scanned: 5/4/2026, 6:07:05 PM
Legendary Artifact — Vehicle
Flying Whenever you cast a noncreature spell, if at least four mana was spent to cast it, The Prima Vista becomes an artifact creature until end of 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.)
Legendary Creature — Shapeshifter
If The Prismatic Piper is your commander, choose a color before the game begins. The Prismatic Piper is the chosen color. Partner (You can have two commanders if both have partner.)
Legendary Artifact Creature — Equipment Jellyfish
You may look at the top card of your library any time. As long as The Reality Chip is attached to a creature, you may play lands and cast spells from the top of your library. Reconfigure {2}{U} ({2}{U}: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
Legendary Creature — Dinosaur
The Tarrasque has haste and ward {10} as long as it was cast. Whenever The Tarrasque attacks, it fights target creature defending player controls.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Mill three cards. II — Return up to two target snow permanent cards from your graveyard to your hand. III — Choose three cards in each graveyard. Their owners shuffle those cards into their libraries.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — You may exchange control of two target creatures. II — You may exchange control of two target nonbasic, noncreature permanents that share a card type. III — Target player loses 3 life and you gain 3 life.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I, II, III — Until end of turn, target creature gains trample and gets +X/+0, where X is the number of lore counters on this Saga. IV — Target creature you control fights up to one target creature you don't control. (Each deals damage equal to its power to the other.)
Legendary Planeswalker
Prevent all noncombat damage that would be dealt to you and other permanents you control. −2: Exile target creature with power 4 or greater.
Enchantment — Saga
Read ahead (Choose a chapter and start with that many lore counters. Add one after your draw step. Skipped chapters don't trigger. Sacrifice after III.) I — Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. II — Create a 1/1 green Saproling creature token. III — Domain — Target creature you control gets +X/+X and gains trample until end of turn, where X is the number of basic land types among lands you control.
Creature — Elf Shaman
All Saprolings get +1/+1. Morph {3}{G}{G} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When this creature is turned face up, create four 1/1 green Saproling creature tokens.
Artifact Creature — Construct
Sacrifice an artifact: This creature gains flying until end of turn.
Creature — Human Shaman
Defender {T}: This creature deals 1 damage to each opponent. Whenever you cast an instant or sorcery spell, untap this creature.
Snow Creature — Slug
{S}: This creature gains haste until end of turn. ({S} can be paid with one mana from a snow source.) Sacrifice a creature: Add {R}.
Creature — Elemental Rhino
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.) Other Elementals you control have trample.
Creature — Spirit
Whenever you cast a Spirit or Arcane spell, target opponent loses 1 life and you gain 1 life. Soulshift 2 (When this creature dies, you may return target Spirit card with mana value 2 or less from your graveyard to your hand.)
Kindred Instant — Rogue
Prowl {U} (You may cast this for its prowl cost if you dealt combat damage to a player this turn with a Rogue.) Look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
Artifact — Equipment
When this Equipment enters, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.") Equipped creature can't be blocked as long as its power is 3 or less. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
Creature — Bird
Flying (This creature can't be blocked except by creatures with flying or reach.) Whenever this creature deals damage to an opponent, draw a card.
Creature — Otter
Whenever this creature deals damage to an opponent, draw a card.
Creature — Merfolk Rogue
Kicker {X}. X can't be 0. (You may pay an additional {X} as you cast this spell.) Flying When this creature enters, if it was kicked, gain control of target artifact with mana value X or less. If that artifact is an Equipment, attach it to this creature.
Creature — Faerie Rogue
Flying When this creature enters, target player reveals X cards from their hand, where X is the number of Faeries you control. You choose one of those cards. That player discards that card.
Instant
Draw a card. Flashback {2}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Instant
Draw three cards. Then discard two cards unless you discard a basic land card.
Instant
Draw three cards. Then discard two cards unless you discard an artifact card.
Instant
Draw three cards. Then discard two cards unless you discard an enchantment card.
Artifact
{1}, Sacrifice a nontoken artifact: Create a 1/1 blue Thopter artifact creature token with flying. You gain 1 life.
Creature — Elemental
You may have this creature assign its combat damage as though it weren't blocked.
Creature — Elf Warrior
Whenever this creature becomes the target of a spell or ability an opponent controls, create a 1/1 green Elf Warrior creature token. {5}{G}: This creature gets +4/+4 until end of turn.
Creature — Human Assassin
Deathtouch When this creature enters, you become the monarch.
Creature — Elf Archer
Whenever this creature attacks, each opponent who doesn't control an Elf loses 1 life.
Artifact Land
This land enters tapped. Indestructible {T}: Add {G} or {W}.
Creature — Elf Archer
Reach (This creature can block creatures with flying.) Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
Creature — Faerie
Flying {T}: This creature deals 1 damage to any target.
Land
This land enters tapped. When this land enters, you gain 1 life. {T}: Add {G} or {U}.
Instant
Counter target spell. Its controller mills three cards.
Sorcery
This spell can't be countered. Target opponent reveals their hand. Exile all noncreature, nonland cards from that player's hand and graveyard.
Creature — Horror
Trample When this creature enters, put a +1/+1 counter on it for each card in your hand. If you do, discard your hand. When this creature leaves the battlefield, draw a card for each +1/+1 counter on it.
Creature — Eldrazi Drone
Devoid (This card has no color.) Flying Whenever you cast a colorless spell, target opponent exiles the top card of their library.
Sorcery
Choose a nonland card name. Target player reveals their hand. Thought Hemorrhage deals 3 damage to that player for each card with the chosen name revealed this way. Search that player's graveyard, hand, and library for all cards with that name and exile them. Then that player shuffles.
Creature — Sponge
Flash This creature enters with a number of +1/+1 counters on it equal to the greatest number of cards an opponent has drawn this turn. When this creature dies, draw cards equal to its power.
Creature — Spirit
Defender Whenever you surveil, put a +1/+1 counter on this creature. As long as this creature has three or more +1/+1 counters on it, it can attack as though it didn't have defender.
Instant
Draw four cards, then discard two cards.
Creature — Human Wizard
{1}, Sacrifice a creature: Look at the top two cards of target opponent's library, then exile one of them.
Enchantment Creature — Lamia
Constellation — Whenever this creature or another enchantment you control enters, each opponent discards a card.
Creature — Elemental
Flying Morph {5}{U}{U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When this creature is turned face up, return all other tapped creatures to their owners' hands.
Creature — Human Cleric
{T}: Create a 1/1 white Human creature token. Fateful hour — As long as you have 5 or less life, other creatures you control get +2/+2.
Creature — Human Wizard
{T}: Exile target creature card from a graveyard.
Creature — Human Soldier
When this creature enters, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Creature — Human Soldier
Vigilance
Creature — Angel
Flying, vigilance Other nontoken creatures you control get +1/+1 and have vigilance.
Creature — Beast
When this creature enters, you gain 5 life. When this creature leaves the battlefield, create a 3/3 green Beast creature token.
Artifact Creature — Golem
As long as this creature is enchanted, it gets +2/+2 and has flying, first strike, and trample.
Artifact Creature — Construct
Echo {4} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) This creature attacks each combat if able.