Inventory last scanned: 4/29/2026, 6:08:35 PM
Sorcery
Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Create a 0/1 colorless Eldrazi Spawn creature token. It has "Sacrifice this token: Add {C}."
Creature — Zombie Wizard
Whenever players finish voting, each opponent who voted for a choice you didn't vote for loses 2 life.
Enchantment — Aura
Enchant creature Enchanted creature has intimidate. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.)
Sorcery
Each opponent loses 1 life for each creature you control.
Legendary Creature — Goblin Shaman
Each other non-Human creature you control enters with an additional +1/+1 counter on it.
Legendary Creature — Ape Warrior
Kicker {3} (You may pay an additional {3} as you cast this spell.) If Grunn was kicked, it enters with five +1/+1 counters on it. Whenever Grunn attacks alone, double its power and toughness until end of turn.
Instant
Choose one — • Creatures without flying can't block this turn. • Gain control of all permanents you own. • Gruul Charm deals 3 damage to each creature with flying.
Artifact
{T}: Add {R} or {G}. {R}{G}, {T}, Sacrifice this artifact: Draw a card.
Land — Gate
This land enters tapped. {T}: Add {R} or {G}.
Artifact
{T}: Add {R} or {G}. {R}{G}: This artifact becomes a 3/2 red and green Beast artifact creature with trample until end of turn.
Artifact
{T}: Add {R} or {G}. {R/G}{R/G}{R/G}{R/G}, {T}, Sacrifice this artifact: Draw two cards.
Creature — Human Berserker
When this creature enters, if {R} was spent to cast it, it gains haste until end of turn.
Enchantment
Attacking creatures you control get +1/+0 and have menace.
Creature — Human Knight
Flying When this creature enters, draw a card.
Creature — Human Knight
Flying Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.) Whenever this creature attacks, you may pay {1}{W}. If you do, target attacking creature without flying gains flying until end of turn.
Enchantment — Aura
Enchant creature Enchanted creature has defender.
Creature — Jellyfish
Defender, flying Prevent all combat damage that would be dealt to this creature.
Instant
Prevent the next X damage that would be dealt to any target this turn. Until end of turn, you may pay {1} any time you could cast an instant. If you do, prevent the next 1 damage that would be dealt to that permanent or player this turn.
Creature — Shapeshifter
Changeling (This card is every creature type.) When this creature enters, put a +1/+1 counter on target creature.
Creature — Kirin
Flying Whenever another creature you control dies, put a +1/+1 counter on this creature.
Creature — Cat
Vigilance (Attacking doesn't cause this creature to tap.)
Creature — Spirit Knight
Flash Vigilance When this creature enters, any number of other target creatures you control phase out. (Treat them and anything attached to them as though they don't exist until their controller's next turn.)
Creature — Spirit Cleric
When this creature enters, target creature gets +1/+1 until end of turn.
Creature — Spirit
Whenever you cast a Spirit or Arcane spell, target creature gains flying until end of turn.
Creature — Angel
Flying This creature can block any number of creatures. Whenever this creature blocks, it gets +1/+1 until end of turn for each creature it's blocking.
Creature — Human Soldier
Defender (This creature can't attack.) Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
Artifact Creature — Construct
When this creature enters, you may return another target historic permanent you control to its owner's hand. (Artifacts, legendaries, and Sagas are historic.)
Artifact Creature — Golem
Defender (This creature can't attack.)
Creature — Moonfolk Samurai
Defender Modified creatures you control can attack as though they didn't have defender. (Equipment, Auras you control, and counters are modifications.)
Creature — Salamander
This creature can't be blocked. Megamorph {U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.)
Sorcery
Reveal the cards in your library. An opponent chooses from among them a creature card, a land card, and a noncreature, nonland card. You put the chosen cards into your hand. Then shuffle.
Artifact
When this artifact enters, draw a card. {2}, {T}, Sacrifice this artifact: Add two mana of different colors.
Enchantment
When this enchantment enters, you may tap any number of untapped Gates you control. Draw a card for each Gate tapped this way. Whenever a Gate you control enters, draw a card.
Creature — Orc Rogue
Whenever this creature deals combat damage to a player, put a +1/+1 counter on it. Cunning Action — {3}{U}: This creature can't be blocked this turn.
Enchantment — Aura
Enchant creature Enchanted creature has protection from multicolored.
Creature — Zombie Fish
Delve (Each card you exile from your graveyard while casting this spell pays for {1}.)
Creature — Snake Wizard
Exploit (When this creature enters, you may sacrifice a creature.) When this creature exploits a creature, look at the top four cards of your library. Put one of them into your hand and the rest into your graveyard.
Creature — 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.)
Sorcery
This spell costs {2} less to cast if you control a creature with flying. Return target nonland permanent you don't control to its owner's hand. Draw a card.
Artifact Creature — Insect
{U}: This creature gains flying until end of turn.
Creature — Bird Soldier
Flying Whenever this creature becomes blocked, you may untap it and remove it from combat.
Creature — Human Soldier
Whenever this creature becomes blocked, you may untap it and remove it from combat.
Creature — Goblin Shaman
Whenever you cast an instant or sorcery spell, this creature deals 2 damage to each opponent.
Creature — Crocodile
When this creature dies, put a +1/+1 counter on target creature you control.
Creature — 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.)
Land
{T}: Add {C}. {1}, {T}: You get {E} (an energy counter). {3}, {T}, Pay X {E}, Sacrifice this land: Destroy target nonland permanent with mana value X. Activate only as a sorcery.
Creature — Human Soldier
Whenever this creature and at least two other creatures attack, create a 1/1 white Soldier creature token with lifelink.
Creature — Human Soldier Ally
Whenever this creature or another Ally you control enters, you may put a +1/+1 counter on this creature.
Creature — 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 — 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 — 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 — 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.)
Creature — Djinn
Haste This creature gets -2/-2 as long as red is the most common color among all permanents or is tied for most common.
Legendary Creature — 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 — 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}.