Inventory last scanned: 4/27/2026, 1:35:44 AM
Enchantment Creature — Human Wizard
Creatures you control have flying. Creatures your opponents control lose flying and can't have or gain flying.
Creature — Human Cleric
Lifelink (Damage dealt by this creature also causes you to gain that much life.) When this creature enters, if it entered from your graveyard or you cast it from your graveyard, exile it. If you do, create a 5/5 black Demon creature token with flying.
Creature — Zombie Cleric
Whenever this creature or another Zombie you control dies, look at the top card of your library. If it's a Zombie card, you may reveal it and put it into your hand. If you don't put the card into your hand, you may put it into your graveyard.
Creature — Leviathan
Mutate {5}{U} (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.) Whenever this creature mutates, tap up to X target creatures, where X is the number of times this creature has mutated. Those creatures don't untap during their controller's next untap step.
Artifact Creature — Human Wizard
When this creature enters, look at the top three cards of target player's library, then put them back in any order. Cycling {U/B} ({U/B}, Discard this card: Draw a card.)
Creature — Human Wizard
Magecraft — Whenever you cast or copy an instant or sorcery spell, draw a card.
Creature — Archon
Flying Protection from white (This creature can't be blocked, targeted, dealt damage, enchanted, or equipped by anything white.) Creatures can't attack you or planeswalkers you control unless their controller pays {1} for each of those creatures.
Creature — Archon
Flying Each player can't cast more than one spell each turn. Nonbasic lands your opponents control enter tapped.
Creature — Archon
Flying When this creature dies, you may return target enchantment card from your graveyard to the battlefield.
Creature — Archon
Flying When this creature dies, exile target permanent.
Creature — Archon
Flying Whenever this creature or another creature you control with flying enters, you may gain life equal to that creature's power.
Creature — Archon
Flying Lifelink (Damage dealt by this creature also causes you to gain that much life.) Pegasus creatures you control have lifelink. Constellation — Whenever an enchantment you control enters, create a 2/2 white Pegasus creature token with flying.
Creature — Archon
Flying Whenever this creature attacks, detain up to two target nonland permanents your opponents control. (Until your next turn, those permanents can't attack or block and their activated abilities can't be activated.)
Creature — Human Cleric
Archpriest of Iona's power is equal to the number of creatures in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.) At the beginning of combat on your turn, if you have a full party, target creature gets +1/+1 and gains flying until end of turn.
Creature — Spider
Reach, trample
Creature — Bird Wizard
Flying This creature gets +1/+1 as long as you control a Plains. {W}: This creature gains lifelink until end of turn. (Damage dealt by this creature also causes you to gain that much life.)
Snow Artifact
({S} can be paid with one mana from a snow source.) When this artifact enters, draw a card. {1}, {T}: Add one mana of any color.
Artifact
{3}, {T}: Choose target non-Wall creature the active player has controlled continuously since the beginning of the turn. That player may pay {X}, where X is that creature's mana value. If they don't pay, the creature attacks this turn if able, and at the beginning of the next end step, destroy it if it didn't attack this turn. Activate only before attackers are declared.
Creature — Human Cleric Archer
Reach, lifelink Outlast {G/W} ({G/W}, {T}: Put a +1/+1 counter on this creature. Outlast only as a sorcery.) Each other creature you control without a +1/+1 counter on it has outlast {G/W}.
Creature — Human Shaman
When this creature enters, return target instant or sorcery card from your graveyard to your hand.
Creature — Human Soldier
Metalcraft — This creature gets +2/+2 as long as you control three or more artifacts.
Creature — Human Soldier
Kicker {2} (You may pay an additional {2} as you cast this spell.) Vigilance If this creature was kicked, it enters with a +1/+1 counter on it.
Creature — Human Knight
Adamant — If at least three white mana was spent to cast this spell, this creature enters with a +1/+1 counter on it.
Creature — Human
Heroic — Whenever you cast a spell that targets this creature, target creature an opponent controls can't block this turn.
Instant
Target permanent becomes an artifact in addition to its other types until end of turn. Draw a card.
Creature — Sphinx
Flying Metalcraft — {U}: Exile this creature. Return it to the battlefield under your control at the beginning of the next end step. Activate only if you control three or more artifacts.
Creature — Orc Knight
Enlist (As this creature attacks, you may tap a nonattacking creature you control without summoning sickness. When you do, add its power to this creature's until end of turn.) When this creature enters, create a 1/1 white Soldier creature token.
Sorcery
Return target artifact card from your graveyard to the battlefield.
Enchantment
When this enchantment enters, each opponent gains 10 life. Whenever you cast an instant or sorcery spell, put a verse counter on this enchantment, then it deals damage equal to the number of verse counters on it to target player or planeswalker.
Land — Desert
This land enters tapped. When this land enters, return a land you control to its owner's hand. If another Desert was returned this way, surveil 1. (Look at the top card of your library. You may put it into your graveyard.) {T}: Add {C}{C}.
Creature — Wolf
This creature can't be blocked by creatures with power 2 or less.
Legendary Planeswalker — Arlinn
Each creature you control that's a Wolf or a Werewolf enters with an additional +1/+1 counter on it. −2: Create a 2/2 green Wolf creature token.
Sorcery
Until end of turn, target creature gets +3/+3, up to one other target creature gets +2/+2, and up to one other target creature gets +1/+1. Those creatures gain vigilance until end of turn.
Sorcery
Until end of turn, creatures you control gain "Whenever this creature deals damage to an opponent, you may return target creature that player controls to its owner's hand."
Creature — Human Soldier
When this creature enters, distribute two +1/+1 counters among one or two target creatures you control.
Artifact Creature — Equipment Beast
Ward {2} (Whenever this permanent becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.) Equipped creature gets +2/+1 and has ward {2}. Reconfigure {4} ({4}: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
Artifact
{2}, {T}, Sacrifice this artifact: Search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle.
Legendary Artifact Creature — Golem
Whenever Armix attacks, you may discard a card. When you do, target creature defending player controls gets -X/-X until end of turn, where X is the number of artifacts you control plus the number of artifact cards in your graveyard. Partner (You can have two commanders if both have partner.)
Creature — Elf Artificer
When this creature enters, draw a card for each creature you control with a +1/+1 counter on it.
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 for each Plains you control and has flying.
Creature — Cat Soldier
{1}{W}{W}: Target creature you control gains protection from the color of your choice until end of turn. {1}{U}{U}: This creature gains shroud until end of turn. (It can't be the target of spells or abilities.)
Creature — Phyrexian Beast
This creature gets +3/+0 as long as it has three or more oil counters on it. {T}: Add one mana of any color. Whenever this creature becomes tapped, exile target card from a graveyard and put an oil counter on this creature.
Creature — Zombie Warrior
When this creature enters, mill four cards.
Artifact Creature — Construct
Prevent all combat damage that would be dealt to this creature by creatures blocking it.
Creature — Giant Soldier
This creature has vigilance as long as you control a Gate.
Creature — Orc Warrior
As long as this creature is equipped, it has menace. (It can't be blocked except by two or more creatures.)
Artifact — Equipment
Whenever equipped creature attacks, put a +1/+1 counter on it. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
Creature — Goblin Rogue
{1}{R}, Sacrifice a Goblin: This creature deals 4 damage to target creature.
Legendary Creature — Human Berserker
Haste Boast — {1}: You may change Arni's base power to 1 plus the greatest power among other creatures you control until end of turn. (Activate only if this creature attacked this turn and only once each turn.)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Target creature you control fights up to one target creature you don't control. II — Add {R}. Put two +1/+1 counters on up to one target creature you control. III — You gain life equal to the greatest power among creatures you control.
Enchantment — Aura
Enchant creature Enchanted creature can't attack or block, and its activated abilities can't be activated.
Instant
Return target creature to its owner's hand. Addendum — If you cast this spell during your main phase, draw a card.
Instant
Arrows of Justice deals 4 damage to target attacking or blocking creature.
Sorcery
Target creature can't be blocked this turn. Flashback {U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)