Inventory last scanned: 4/29/2026, 6:08:35 PM
Creature — 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.
Creature — 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.
Legendary Creature — 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.
Instant
Prevent all damage target spell would deal this turn. You gain life equal to the damage prevented this way.
Legendary Creature — 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 — Human Wizard
Room abilities of dungeons you own trigger an additional time.
Creature — Human Warrior
Whenever this creature attacks or blocks, other Humans you control get +1/+1 until end of turn.
Creature — 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 — Giant Warrior
Whenever another creature enters, you may put X +1/+1 counters on this creature, where X is that creature's power.
Artifact — 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}
Enchantment — Aura
Enchant creature When this Aura enters, target creature can't block this turn. Enchanted creature gets +1/+1 and has haste.
Instant
Creatures your opponents control get -2/-0 until end of turn. Cycling {2} ({2}, Discard this card: Draw a card.)
Creature — Human Samurai
Protection from white Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
Legendary Artifact — 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. Equip—Pay 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 — 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 — 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 — 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 — 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 — 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 — Aura
Enchant creature Enchanted creature gets +0/+2 and has "{T}: Draw a card, then discard a card."
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 — Human Berserker
Whenever this creature attacks, the next spell you cast this turn costs {1} less to cast.
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
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 — 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 — 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.
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.)
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 — Dinosaur
Vigilance Whenever this creature deals combat damage to a player, return target artifact or enchantment card from your graveyard to the battlefield.
Creature — 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 — 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.
Instant
As an additional cost to cast this spell, exile X cards from your graveyard. Harvest Pyre deals X damage to target creature.
Enchantment Creature — Nymph
Constellation — Whenever this creature or another enchantment you control enters, prevent all damage that would be dealt to target creature this turn.
Instant
Target creature gets +3/+1 and gains haste until end of turn. Exile the top card of your library. You may play it until your next end step.
Creature — Spider
Reach Undergrowth — When you cast this spell, reveal the top X cards of your library, where X is the number of creature cards in your graveyard. You may put a green permanent card with mana value X or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
Creature — Zombie Wizard
{2}: Target blue or red creature gets +1/+0 until end of turn.
Artifact — Equipment
Equipped creature gets +4/+4. {0}: Until end of turn, this permanent becomes a 4/4 Spirit artifact creature that's no longer an Equipment. Activate only if you control no creatures. Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.)
Land
This land enters tapped unless you control two or more other lands. {T}: Add {B} or {R}.
Creature — Human Wizard
{2}{U}, {T}, Exile a creature card from your graveyard: Create a 2/2 black Zombie creature token, then put a +1/+1 counter on each Zombie creature you control.
Creature — Zombie Horror
Whenever this creature attacks, return another creature you control to its owner's hand.
Creature — Wurm
Flash (You may cast this spell any time you could cast an instant.) Trample
Creature — Demon
Flying When this creature dies, all creatures get -5/-5 until end of turn.
Creature — Devil
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
Creature — Devil
Whenever you sacrifice a permanent, this creature deals 1 damage to any target.
Sorcery
Creatures with no counters on them get -2/-2 until end of turn.
Instant
Prevent all combat damage that would be dealt this turn. Cycling {3} ({3}, Discard this card: Draw a card.)