334 East Main St. Suite B, Sylva, NC, 28779
Cards Tracked
8536
In Stock
8536
Rating
β
Inventory last scanned: 7/27/2026, 6:07:12 PM
Creature β Human Wizard
You may exert this creature as it attacks. When you do, it gets +1/+1 and gains flying until end of turn. (An exerted creature won't untap during your next untap step.)
Creature β Goblin Shaman
Whenever you cast an instant or sorcery spell, this creature deals 2 damage to each opponent.
Creature β Crocodile
When this creature dies, put a +1/+1 counter on target creature you control.
Creature β Vampire Rogue
As long as an opponent has 10 or less life, this creature gets +2/+1 and has intimidate. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.)
Creature β Human Soldier
Whenever this creature and at least two other creatures attack, create a 1/1 white Soldier creature token with lifelink.
Creature β Human Soldier Ally
Whenever this creature or another Ally you control enters, you may put a +1/+1 counter on this creature.
Creature β Human Rogue
Level up {2}{U} ({2}{U}: Put a level counter on this. Level up only as a sorcery.) LEVEL 1-2 2/2 This creature can't be blocked. LEVEL 3+ 3/3 Shroud (This creature can't be the target of spells or abilities.) This creature can't be blocked.
Creature β Hag Shaman
When this creature enters, if you control two or more Swamps, you may have target player discard a card. When this creature enters, if you control two or more Forests, you may put target card from your graveyard on top of your library.
Creature β Snake
This creature enters with two +1/+1 counters on it. Each creature you control with a +1/+1 counter on it has menace. (A creature with menace can't be blocked except by two or more creatures.)
Instant
Hail of Arrows deals X damage divided as you choose among any number of target attacking creatures.
Snow Creature β Angel Wizard
Flying, trample {S}{S}: This creature gets +2/+2 until end of turn. ({S} can be paid with one mana from a snow source.)
Legendary Creature β Human Archer Ranger
Reach Whenever another creature you control enters, you may pay {2}. When you do, that creature deals damage equal to its power to target creature. Partner (You can have two commanders if both have partner.)
Enchantment
Whenever you cast a creature spell, this enchantment becomes a 4/4 Illusion creature with flying in addition to its other types until end of turn.
Creature β Shark
At the beginning of your upkeep, Augment {5}{U} ({5}{U}, Reveal this card from your hand: Combine it with target host. Augment only as a sorcery.)
Land
This land enters tapped. When this land enters, look at the top three cards of your library, then put them back in any order. {T}: Add {U}.
Creature β Human Wizard Ally
Whenever this creature or another Ally you control enters, target player mills X cards, where X is the number of Allies you control.
Legendary Creature β Elf Archer
Trample Whenever you cast a spell, if that spell was kicked, put a +1/+1 counter on Hallar, then Hallar deals damage equal to the number of +1/+1 counters on it to each opponent.
Creature β Lizard Shaman
Haste {1}{R}, {T}: Target creature can't block this turn.
Land
{T}: Add {C}. {1}, {T}: Add one mana of any color. {T}: Put a +1/+1 counter on target creature. Activate only as a sorcery and only if you've cast an instant or sorcery spell this turn.
Instant
Prevent all damage target spell would deal this turn. You gain life equal to the damage prevented this way.
Legendary Creature β Elf Druid
{1}: Until end of turn, target token you control becomes a green Bear creature with base power and toughness 4/4 in addition to its other colors and types. Choose a Background (You can have a Background as a second commander.)
Legendary Creature β Human Wizard
Room abilities of dungeons you own trigger an additional time.
Creature β Giant Warrior
Whenever another creature enters, you may put X +1/+1 counters on this creature, where X is that creature's power.
Creature β Human Warrior
Whenever this creature attacks or blocks, other Humans you control get +1/+1 until end of turn.
Creature β Human Warrior
Ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.) This creature enters with two +1/+1 counters on it for each other nontoken Human you control.
Creature β Giant Soldier
Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)
Enchantment β Aura
Enchant creature When this Aura enters, target creature can't block this turn. Enchanted creature gets +1/+1 and has haste.
Artifact β Equipment
Equipped creature gets +2/+0. Whenever equipped creature deals combat damage to a player, you may destroy target Equipment that player controls. Equip {2}
Instant
Creatures your opponents control get -2/-0 until end of turn. Cycling {2} ({2}, Discard this card: Draw a card.)
Creature β Human Samurai
Protection from white Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
Legendary Artifact β Equipment
At the beginning of combat on your turn, equipped creature or a creature you control named Vecna gets +X/+X until end of turn, where X is the number of cards in your hand. EquipβPay 1 life for each card in your hand. Equip {2}
Sorcery
Tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step. Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
Creature β Spirit
Flying When this creature enters, create a 1/1 white Spirit creature token with flying. {3}{W}, Exile this creature: Exile target creature.
Legendary Creature β Human Scout
Whenever Hans Eriksson attacks, reveal the top card of your library. If it's a creature card, put it onto the battlefield tapped and attacking defending player or a planeswalker they control. Otherwise, put that card into your hand. When you put a creature card onto the battlefield this way, it fights Hans Eriksson.
Instant
Target creature you control gains hexproof until end of turn. Remove all -1/-1 counters from it. (A creature with hexproof can't be the target of spells or abilities your opponents control.)
Enchantment
When this enchantment enters, each player gains 5 life and draws a card. At the beginning of your upkeep, if there are five colors among permanents you control, there are six or more card types among permanents you control and/or cards in your graveyard, and your life total is greater than or equal to your starting life total, you win the game.
Legendary Creature β Elf Warrior
Menace (This creature can't be blocked except by two or more creatures.) When Harald enters, look at the top five cards of your library. You may reveal an Elf, Warrior, or Tyvar card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Creature β Human Rogue
This creature gets +1/+1 as long as you control an Island. {1}{U}: This creature can't be blocked this turn.
Creature β Serpent
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) This creature can't attack unless there are five or more Islands on the battlefield.
Enchantment β Aura
Enchant creature Enchanted creature gets +0/+2 and has "{T}: Draw a card, then discard a card."
Creature β Human Berserker
Whenever this creature attacks, the next spell you cast this turn costs {1} less to cast.
Sorcery
Create a 0/3 blue Crab creature token. Investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Creature β Human Warrior
During your turn, this creature gets +0/+2.
Instant
Prevent all combat damage that would be dealt this turn by attacking creatures.
Sorcery
Target opponent gains control of target permanent you control.
Instant
Put all enchantments on top of their owners' libraries.
Creature β Archon
Flying Non-Archon creatures have base power and toughness 3/3. When this creature enters, create two 1/1 white Human creature tokens.
Enchantment β Aura
Enchant land you control Enchanted land is a 4/5 green Spirit creature with vigilance and haste. It's still a land. If enchanted land would be destroyed, instead sacrifice this Aura and that land gains indestructible until end of turn.
Instant
The next 2 damage that a source of your choice would deal to you and/or permanents you control this turn is dealt to any target instead.
Instant
Choose target creature. You get {E}{E}{E} (three energy counters), then you may pay any amount of {E}. Harnessed Lightning deals that much damage to that creature.
Creature β Dinosaur
Vigilance Whenever this creature deals combat damage to a player, return target artifact or enchantment card from your graveyard to the battlefield.
Enchantment
Whenever you cast an instant or sorcery spell from your hand, you may cast target card with the same name as that spell from your graveyard. (You still pay its costs.)
Creature β Merfolk Archer
{W}, {T}: This creature deals X damage to target attacking or blocking creature, where X is the number of Merfolk you control.
Creature β Human Cleric
Whenever an opponent activates an ability of an artifact, creature, or land on the battlefield, if it isn't a mana ability, this creature deals 2 damage to that player.
Sorcery
Target opponent reveals their hand. You choose a creature card from it. That player discards that card. Scry 1.