Inventory last scanned: 4/28/2026, 6:09:09 PM
Enchantment — Aura Curse
Enchant player At the beginning of enchanted player's upkeep, that player exiles two cards from their graveyard.
Enchantment — Aura Curse
Enchant player Whenever enchanted player casts a spell other than the first spell they cast each turn or copies a spell, this Aura deals 2 damage to them.
Enchantment — Aura Curse
Enchant player At the beginning of enchanted player's upkeep, any number of target players other than that player each draw cards equal to the number of Curses attached to that player.
Enchantment — Aura Curse
Enchant player At the beginning of enchanted player's upkeep, this Aura deals damage to that player equal to the number of Curses attached to them.
Enchantment
As this enchantment enters, choose a color. Whenever a player casts a spell of the chosen color, that player loses 1 life.
Enchantment — Aura Curse
Enchant player At the beginning of enchanted player's upkeep, that player mills two cards.
Enchantment — Aura Curse
Enchant player Creatures enchanted player controls attack each combat if able.
Enchantment — Aura Curse
Enchant player At the beginning of enchanted player's upkeep, this Aura deals 1 damage to that player or a planeswalker that player controls.
Sorcery
Exile X target creatures. For each creature exiled this way, its controller creates a 2/2 green Boar creature token.
Instant
Destroy target enchantment. You gain 2 life.
Enchantment — Aura
Enchant creature Enchanted creature gets -1/-1 and has fear. (It can't be blocked except by artifact creatures and/or black creatures.)
Creature — Zombie Minotaur
Menace (This creature can't be blocked except by two or more creatures.)
Instant
Cast this spell only during combat after blockers are declared. Target unblocked attacking creature becomes blocked. (This spell works on creatures that can't be blocked.) Draw a card.
Creature — Human Cleric
This creature enters with X +1/+1 counters on it, where X is the number of other creatures on the battlefield. {2}{W}, Remove a +1/+1 counter from this creature: Create a 1/1 white Spirit creature token with flying.
Instant — Arcane
Return target enchanted permanent to its owner's hand.
Creature — Vampire Warrior
Pay 1 life: This creature gets +1/+0 until end of turn. Activate only once each turn.
Creature — Elemental
Flying When this creature dies, you may put three +1/+1 counters on target land you control. If you do, that land becomes a 0/0 Elemental creature with haste that's still a land.
Creature — Giant Wizard
When this creature enters, if you cast it from your hand, return all permanents to their owners' hands except for Giants, Wizards, and lands.
Creature — Cyclops Wizard
When this creature enters, it deals X damage to target creature an opponent controls, where X is the number of instant and sorcery cards in your graveyard.
Creature — Phyrexian Beast
Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
Creature — Human Soldier Archer
{T}: This creature deals 1 damage to target attacking or blocking creature.
Creature — Human Archer
Whenever you cast a historic spell, tap target creature an opponent controls. (Artifacts, legendaries, and Sagas are historic.)
Creature — Basilisk
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
Creature — Goblin
During your turn, this creature has flying.
Legendary Creature — Human Warrior
Vigilance Daghatar enters with four +1/+1 counters on it. {1}{B/G}{B/G}: Move a +1/+1 counter from target creature onto a second target creature.
Creature — Merfolk Wizard
{U}, {T}: Each player reveals the top card of their library. You may put the revealed cards into their owners' graveyards. If you don't, each player draws a card.
Instant — Arcane
Target player mills four cards. Splice onto Arcane {1}{U} (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
Sorcery
Return up to X target artifact and/or non-Aura enchantment cards each with mana value X or less from your graveyard to the battlefield. If X is 6 or more, those permanents are 4/4 creatures in addition to their other types.
Instant
Until end of turn, target creature you control becomes a blue Dragon Illusion with base power and toughness 4/4, loses all abilities, and gains flying.
Instant
Create two 1/1 red Devil creature tokens. They have "When this token dies, it deals 1 damage to any target."
Artifact Creature — Spirit
Flying (This creature can't be blocked except by creatures with flying or reach.)
Artifact — Equipment
Equipped creature gets +2/+1. When equipped creature dies, you may have this Equipment become a 2/1 Construct artifact creature with flying and ward {1}. If you do, it isn't an Equipment. Equip {1}
Artifact — Vehicle
At end of combat, if this Vehicle attacked or blocked this combat, put a velocity counter on it. Then if it has two or more velocity counters on it, sacrifice it and draw two cards. 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 — Human Pirate
As an additional cost to cast this spell, reveal a Pirate card from your hand or pay {2}.
Instant
Target creature gets +1/+1 and gains flying and first strike until end of turn.
Instant
Look at the top three cards of your library. Put two of them into your hand and the other into your graveyard. Dark Bargain deals 2 damage to you.
Instant
Destroy target black creature.
Instant
Regenerate target creature. Draw a card. (The next time the creature would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.) Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, also regenerate each other creature you control.
Enchantment — Aura
Enchant creature When this Aura enters, you lose 1 life. Enchanted creature gets +3/+1.
Enchantment
Sacrifice a Forest: You gain 3 life.
Creature — Vampire Assassin
{4}{B}{B}: Exile target creature and put a +1/+1 counter on this creature. This creature has all activated abilities of all creature cards exiled with it.
Sorcery
Target opponent reveals their hand. You choose a nonland card from it. That player discards that card.
Creature — Spirit
Flying When this creature dies, put it on top of its owner's library.
Creature — Human Cleric
{T}, Sacrifice three Clerics: Search your graveyard, hand, and/or library for a card named Scion of Darkness and put it onto the battlefield. If you search your library this way, shuffle.
Instant
Dark Temper deals 2 damage to target creature. If you control a black permanent, destroy the creature instead.
Instant
Destroy target nonblack creature. Madness {B} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Artifact Creature — Gargoyle
Flying {B}: This creature gets +2/-1 until end of turn.
Artifact Land
This land enters tapped. Indestructible {T}: Add {B} or {G}.
Creature — Phyrexian Drake
Flying When this creature dies, draw a card.
Artifact — Equipment
Indestructible (Effects that say "destroy" don't destroy this Equipment.) Equipped creature gets +2/+0. Equip {2}
Artifact Land
Indestructible {T}: Add {C}.
Artifact — Fortification
Fortified land has indestructible. Whenever fortified land becomes tapped, target creature gets +1/+1 until end of turn. Fortify {3} ({3}: Attach to target land you control. Fortify only as a sorcery. This card enters unattached and stays on the battlefield if the land leaves.)
Creature — Wolf
{2}{G}: This creature gets +2/+2 until end of turn. Activate only once each turn.
Creature — Elf Citizen
Other Citizens you control get +1/+0. Whenever this creature attacks, create a 1/1 green and white Citizen creature token.
Creature — Human Soldier
First strike When this creature enters, you may search your library for a card named Daru Cavalier, reveal it, put it into your hand, then shuffle.