Inventory last scanned: 4/29/2026, 6:08:35 PM
Creature — Griffin
Flying Whenever this creature attacks, target Knight you control gains flying until end of turn.
Creature — Lizard Soldier
This creature has double strike as long as you control a Gate.
Creature — Beast
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
Creature — Beast
Whenever another creature you control with power 3 or greater enters, you may draw a card.
Creature — Human Advisor
At the beginning of your end step, if you're the monarch, each opponent loses 1 life and you gain 1 life.
Enchantment — Aura
Enchant creature Prevent all combat damage that would be dealt to and dealt by enchanted creature.
Artifact Creature — Construct
Affinity for Gates (This spell costs {1} less to cast for each Gate you control.) This creature can't be blocked by creatures with power 2 or less. Whenever a Gate you control enters, you may put this card from your graveyard on top of your library.
Creature — Dog
Creatures you control have vigilance as long as this creature is enchanted.
Artifact — Equipment
This Equipment can be attached only to a creature with toughness 4 or greater. Equipped creature gets +3/+0 and has trample. Equip {3}
Artifact
Whenever a nontoken creature you control dies, you gain 1 life. Then you may draw a card. If you do, discard a card. {2}, {T}, Sacrifice this artifact: Search your graveyard, hand, and/or library for a card named God-Pharaoh's Gift and put it onto the battlefield. If you search your library this way, shuffle. Activate only if there are six or more creature cards in your graveyard.
Creature — Plant
Defender When this creature enters, you may search your library for a basic land card or a Gate card, reveal it, put it into your hand, then shuffle.
Artifact Creature — Gargoyle
Flying This creature enters with a +1/+1 counter on it for each Gate you control.
Creature — Vampire Warrior
Kicker {B} (You may pay an additional {B} as you cast this spell.) When this creature enters, if it was kicked, target player sacrifices a creature of their choice.
Sorcery
Gates Ablaze deals X damage to each creature, where X is the number of Gates you control.
Land
This land enters tapped. {T}: Add {W}. {2}{W}{U}{U}, {T}, Sacrifice this land: You gain 2 life and draw two cards.
Land — Gate
This land enters tapped. When this land enters, sacrifice it unless you pay {1}. {T}: Add one mana of any color.
Creature — Vedalken Rogue
Whenever a Gate you control enters, this creature can't be blocked this turn. Whenever this creature deals combat damage to a player, draw a card.
Creature — Human Warrior
Hellbent — This creature gets +2/+2 as long as you have no cards in hand. Morph—Discard a card. (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)
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.) Target creature gets +2/+2 until end of turn.
Sorcery
Create two 1/1 white Human creature tokens. Fateful hour — If you have 5 or less life, create five of those tokens instead.
Creature — Human Druid
This creature gets +1/+1 for each Aura attached to it. Sacrifice an Aura: Regenerate this creature.
Enchantment — Aura
Enchant creature Enchanted creature gets +0/+2 and assigns combat damage equal to its toughness rather than its power. Enchanted creature has "{2}{W}: Untap this creature."
Creature — Human Soldier
Ward {1} If it's neither day nor night, it becomes day as this creature enters. Whenever day becomes night or night becomes day, look at the top four cards of your library. You may reveal a creature card with mana value 3 or less from among them and put it into your hand. Put the rest on the bottom of your library in any order.
Land
{T}: Add {C}. {2}{G}{W}, {T}: Put a +1/+1 counter on each creature you control.
Sorcery
As an additional cost to cast this spell, tap three untapped white creatures you control. Exile target creature. Flashback {5}{W} (You may cast this card from your graveyard for its flashback cost and any additional costs. Then exile it.)
Sorcery
Until end of turn, whenever a creature you control attacks and isn't blocked, you may choose to have it deal damage equal to its power to a target creature. If you do, it assigns no combat damage this turn.
Creature — Serpent
Affinity for artifacts (This spell costs {1} less to cast for each artifact you control.) {5}{U}: This creature can't be blocked this turn.
Creature — Dwarf Pilot
First strike Whenever this creature crews a Vehicle, that Vehicle gains first strike until end of turn.
Creature — Human Artificer
This creature gets +1/+0 as long as you control an artifact.
Instant
Counter target creature spell. Create a 1/1 blue Spirit creature token with flying.
Creature — Spirit
Defender At the beginning of your upkeep, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Creature — Spirit Cleric
Defender, flying Delirium — This creature can attack as though it didn't have defender as long as there are four or more card types among cards in your graveyard.
Instant
Geistblast deals 2 damage to any target. {2}{U}, Exile this card from your graveyard: Copy target instant or sorcery spell you control. You may choose new targets for the copy.
Artifact Creature — Construct
When this creature enters, you may have it deal 4 damage to target creature with flying.
Instant
Geistflame deals 1 damage to any target. Flashback {3}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Artifact
Whenever you cast an instant or sorcery spell, put a charge counter on this artifact. {1}{R}, {T}, Remove any number of charge counters from this artifact: It deals that much damage to any target. {1}{R}, {T}: Exile the top card of your library. You may play that card this turn.
Instant
Return target nonland permanent to its owner's hand. If you controlled that permanent, draw a card.
Creature — Ooze
Engulf — When this creature enters, exile target non-Ooze creature an opponent controls until this creature leaves the battlefield. Dissolve — {X}{B}: Put target creature card with mana value X exiled with this creature into its owner's graveyard.
Snow Enchantment — Aura
Enchant creature Enchanted creature can't block, and its activated abilities can't be activated. {S}: Enchanted creature gains defender until end of turn. ({S} can be paid with one mana from a snow source.)
Artifact
{3}, {T}, Sacrifice this artifact: Search your library for an Island card, a Swamp card, and a Mountain card. Reveal those cards, put them into your hand, then shuffle.
Creature — Human Wizard Sorcerer
Cycling {2}{U} ({2}{U}, Discard this card: Draw a card.) When you cycle this card, Wizard creatures gain flying until end of turn.
Creature — Elf
Cycling {2}{G}{G} ({2}{G}{G}, Discard this card: Draw a card.) When you cycle this card, Elf creatures get +2/+2 until end of turn.
Creature — Beast
Mutate {1}{G}{G} (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.) Reach, trample Whenever this creature mutates, destroy target artifact or enchantment an opponent controls.
Legendary Creature — Human Soldier
{T}: Choose two target blocked attacking creatures. If each of those creatures could be blocked by all creatures that the other is blocked by, each creature that's blocking exactly one of those attacking creatures stops blocking it and is blocking the other attacking creature. Activate only during the declare blockers step.
Creature — Human Soldier
Legendary Humans you control have indestructible. {2}{W}{B}: Exile target card from a graveyard. If it was a creature card, create a 1/1 white Human Soldier creature token.
Creature — Elemental
{T}, Sacrifice this creature: Add {C}{C}. If that mana is spent on a creature spell, it gains haste until end of turn. (That creature can attack and {T} as soon as it comes under your control.)
Creature — Spirit
Whenever you cast an enchantment spell, put a +1/+1 counter on target creature.
Enchantment — Aura
Enchant Island {2}: Enchanted Island becomes a 3/2 blue Spirit creature with flying until end of turn. It's still a land. When enchanted Island is put into a graveyard, you may return this card from your graveyard to your hand.
Sorcery
Destroy target land. Its controller may search their library for a basic land card, put it onto the battlefield, then shuffle. Draw a card.
Creature — Zombie Horror
When this creature enters, target player mills five cards. Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)
Instant
Destroy target creature. Scry 1.
Artifact — Vehicle
Haste Whenever this Vehicle attacks or blocks, return up to one target creature that crewed it this turn to its owner's hand. Crew 1
Instant
Target player sacrifices a creature of their choice and loses 1 life.
Creature — Treefolk
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.) This creature can block an additional creature each combat.