Inventory last scanned: 5/2/2026, 6:03:46 PM
Enchantment
{W}: The next time a red source of your choice would deal damage to you this turn, prevent that damage. Cycling {2} ({2}, Discard this card: Draw a card.)
Enchantment
{W}: The next time a white source of your choice would deal damage to you this turn, prevent that damage. Cycling {2} ({2}, Discard this card: Draw a card.)
Enchantment — Aura Rune
Enchant permanent When this Aura enters, draw a card. As long as enchanted permanent is a creature, it gets +1/+0 and has haste. As long as enchanted permanent is an Equipment, it has "Equipped creature gets +1/+0 and has haste."
Artifact — Equipment
When this Equipment enters, you may search your library, hand, and/or graveyard for a Rune card and put it onto the battlefield attached to this Equipment. If you search your library this way, shuffle. Equipped creature gets +1/+1. Equip {2}
Artifact Creature — Construct
When this creature dies, each player draws a card.
Artifact — Equipment
Equipped creature gets +1/+1 and is every creature type. Equip {2}
Enchantment — Aura
Enchant creature As long as enchanted creature is red, it gets +1/+1 and has double strike. (It deals both first-strike and regular combat damage.) As long as enchanted creature is green, it gets +1/+1 and has trample.
Sorcery
Return target exiled card with flashback you own to your hand.
Sorcery
Kicker {U} (You may pay an additional {U} as you cast this spell.) Destroy target tapped creature. If this spell was kicked, scry 2.
Sorcery
Sacrifice a creature. Rupture deals damage equal to that creature's power to each creature without flying and each player.
Land
This land enters tapped. When this land enters, sacrifice it unless you pay {1}. {T}: Add one mana of any color.
Creature — Human Peasant
Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.) When this creature enters, create a 3/1 green Boar creature token.
Instant
Target creature gets +2/+1 and gains trample until end of turn.
Sorcery
Creatures you control get +2/+1 until end of turn. Warrior creatures you control gain lifelink until end of turn. (Damage dealt by those Warriors also causes their controller to gain that much life.)
Instant
Target creature gets +X/+0 until end of turn, where X is its power.
Sorcery
Tap target creature. It doesn't untap during its controller's next untap step. Awaken 3—{4}{U} (If you cast this spell for {4}{U}, also put three +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)
Sorcery
Draw cards equal to the greatest mana value among permanents you control.
Instant
Target creature gets +1/+0 and gains lifelink and indestructible until end of turn. (Damage dealt by that creature also causes its controller to gain that much life, and it can't be destroyed by damage or effects that say "destroy.")
Creature — Dryad
Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)
Creature — Dryad
If an opponent controls an Island and you control a Forest, you may cast this spell without paying its mana cost.
Creature — Beast
First strike Sacrifice an artifact: This creature gets +2/+0 until end of turn.
Creature — Insect
Whenever this creature becomes blocked, you may destroy target artifact or enchantment defending player controls.
Artifact Creature — Insect
You may choose not to untap this creature during your untap step. {1}, {T}: Tap target artifact. It doesn't untap during its controller's untap step for as long as this creature remains tapped.
Artifact
Metalcraft — This artifact is a 5/5 Golem artifact creature as long as you control three or more artifacts.
Artifact Creature — Phyrexian Horror
Sacrifice an artifact: Regenerate this creature.
Land
As this land enters, you may reveal a Kithkin card from your hand. If you don't, this land enters tapped. {T}: Add {W}. Reinforce 1—{1}{W} ({1}{W}, Discard this card: Put a +1/+1 counter on target creature.)
Creature — Goblin Warrior
First strike Wither (This deals damage to creatures in the form of -1/-1 counters.)
Creature — Vampire Warrior
This creature gets +2/+1 as long as an opponent has 10 or less life.
Sorcery
As an additional cost to cast this spell, discard a card and sacrifice a creature. Two target creatures each get -13/-13 until end of turn.
Instant
Choose one — • Target nonattacking creature gains reach and deathtouch until end of turn. Untap it. • Target attacking creature gets +2/+2 and gains trample until end of turn.
Sorcery
({R/P} can be paid with either {R} or 2 life.) Nonartifact creatures can't block this turn.
Creature — Human Archer
Whenever you cycle or discard a card, you may pay {1}. If you do, put a -1/-1 counter on target creature.
Creature — Human Soldier Ally
Waterbend {2}: This creature gets +1/+1 until end of turn. Activate only during your turn. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for {1}.)
Sorcery
Choose one — • Creatures you control get +3/+3 until end of turn. • Return up to two target permanent cards from your graveyard to your hand.
Legendary Creature — Human Shaman
Landfall — Whenever a land you control enters, you may discard a card. If you do, draw a card. Summon — {X}, {T}: Return target Saga card with mana value X from your graveyard to the battlefield with a finality counter on it. It gains haste until end of turn. Activate only as a sorcery.
Creature — Elk Cat
Reach Forestcycling {2} ({2}, Discard this card: Search your library for a Forest card, reveal it, put it into your hand, then shuffle.)
Creature — Cat
At the beginning of your end step, if a creature died this turn, put a +1/+1 counter on this creature and untap it.
Creature — Plant
Reach Landfall — Whenever a land you control enters, this creature deals 1 damage to each opponent.
Creature — Cat
First strike
Creature — Elf Druid
{T}: Reveal any number of creature cards with power 5 or greater from your hand. Add {G} for each card revealed this way.
Artifact
{2}: Target creature gets +1/+0 until end of turn.
Sorcery
Return up to two target cards with cycling from your graveyard to your hand.
Enchantment
Whenever a spell or ability an opponent controls causes a land to be put into your graveyard from the battlefield, return that card to the battlefield.
Creature — Wolf
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Snow Creature — Elk
This creature gets +2/+2 as long as you had another creature enter the battlefield under your control this turn.
Enchantment — Aura
Enchant creature Enchanted creature has "{B}, {T}: Put a -1/-1 counter on target creature."
Creature — Vampire Soldier
As an additional cost to cast this spell, reveal a Vampire card from your hand or pay {1}. Flying, lifelink
Land
{2}, {T}: Exile target creature you control. At the beginning of your upkeep, you may sacrifice this land. If you do, return each card exiled with this land to the battlefield under its owner's control.
Instant
Prevent all damage that would be dealt to you and creatures you control this turn.
Creature — Elf Warrior Shaman
Whenever you cast a green spell, this creature gets +1/+1 until end of turn. Whenever you cast a white spell, this creature gains vigilance until end of turn.
Creature — Elf Warrior
This creature can't be blocked by more than one creature. {5}: Target Elf you control gets +2/+2 until end of turn.
Sorcery
Search your library for a Forest or Plains card, reveal it, put it into your hand, then shuffle.
Creature — Bird Wizard
Flying (This creature can't be blocked except by creatures with flying or reach.) When this creature enters, look at the top four cards of your library, then put them back in any order.
Creature — Bird
Flying When this creature enters, look at the top four cards of your library, then put them back in any order.
Creature — Human Wizard
When this creature enters, look at the top three cards of your library. You may put one of those cards back on top of your library. Put the rest into your graveyard.
Creature — Human Wizard
When this creature enters, look at the top four cards of your library, then put them back in any order.
Creature — Merfolk Wizard
Each other Wizard creature you control enters with an additional +1/+1 counter on it. {2}, Remove a +1/+1 counter from a creature you control: Draw a card.