Inventory last scanned: 5/3/2026, 6:56:37 PM
Legendary Creature — Centaur Warrior
Trample Whenever a creature you control with trample attacks, it gets +2/+2 until end of turn.
Creature — Gargoyle
Flash Flying When this creature enters, return a creature you control to its owner's hand. When this creature enters, exile target card from a graveyard.
Creature — Kor Artificer Ally
Cohort — {T}, Tap an untapped Ally you control: Look at the top four cards of your library. You may reveal an Equipment card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
Creature — Giant
{6}{R}{R}: Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.) When this creature becomes monstrous, creatures without flying your opponents control can't block this turn.
Instant
Bargain (You may sacrifice an artifact, enchantment, or token as you cast this spell.) Stonesplitter Bolt deals X damage to target creature or planeswalker. If this spell was bargained, it deals twice X damage to that permanent instead.
Creature — Human Wizard
{4}{W}: Prevent all damage that would be dealt to this creature by target creature this turn.
Artifact Creature — Beast
Stonework Packbeast is also a Cleric, Rogue, Warrior, and Wizard. {2}: Add one mana of any color.
Artifact Creature — Cat Ally
Instant
Put a +1/+1 counter on target creature you control. Untap that creature.
Creature — Merfolk Wizard
{1}{U}, {T}: You may tap or untap target creature.
Creature — Human Pirate
Flying Raid — This creature enters with a +1/+1 counter on it if you attacked this turn.
Creature — Orc Pirate
Raid — When this creature enters, if you attacked this turn, target opponent sacrifices a permanent of their choice.
Creature — Human Pirate Wizard
Raid — When this creature enters, if you attacked this turn, this creature deals 2 damage to any target.
Creature — Human Pirate
Raid — When this creature enters, if you attacked this turn, draw a card.
Creature — Human Pirate
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) This creature has double strike as long as you have the city's blessing.
Enchantment Creature — Human Shaman
{1}: This creature gets +1/-1 until end of turn. When this creature dies, it deals 3 damage to any target.
Creature — Human Shaman
Haste When this creature enters, return any number of Aura cards from your graveyard to the battlefield attached to creatures you control. Exile those Auras at the beginning of your next end step. If those Auras would leave the battlefield, exile them instead of putting them anywhere else.
Creature — Merfolk Wizard
This creature can't be blocked. When this creature enters, return a creature you control to its owner's hand.
Creature — Drake Horror
Flying Instant and sorcery spells you cast cost {1} less to cast. Whenever you cast an instant or sorcery spell, this creature gets +2/+0 until end of turn.
Instant
Target creature gets +1/+0 and gains first strike until end of turn. Scry 1.
Sorcery
Until end of turn, creatures you control get +2/+2 and gain "Whenever this creature deals combat damage to a player or planeswalker, destroy target artifact or enchantment defending player controls."
Creature — Human Berserker
Bloodthirst 2 (If an opponent was dealt damage this turn, this creature enters with two +1/+1 counters on it.) Menace (This creature can't be blocked except by two or more creatures.)
Creature — Spirit
Flying This creature can block only creatures with flying. Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)
Creature — Dragon
Flying, haste, protection from white {5}{R}{R}: Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.) When this creature becomes monstrous, it deals damage to each opponent equal to the number of cards in that player's hand.
Enchantment
Sacrifice this enchantment: Creatures you control gain flying until end of turn. Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Creature — Pegasus
Flying
Artifact — Equipment
Equipped creature gets +1/+1. Whenever a creature you control enters, you may attach this Equipment to it. Equip {2}
Creature — Spirit
Flash Flying
Creature — Lizard Shaman
{2}{R}, Discard a card at random: This creature deals 2 damage to any target. If the discarded card was multicolored, this creature deals 4 damage instead.
Enchantment
As this enchantment enters, choose a color. {W}: The next time a source of your choice of the chosen color would deal damage to you this turn, prevent that damage.
Creature — Dwarf Cleric
Lifelink
Instant
Choose one — • Put two +1/+1 counters on target creature you control. • Put two lore counters on target Saga you control. The next time one or more enchantment creatures you control enter this turn, each enters with two additional +1/+1 counters on it.
Enchantment — Aura
Enchant creature When this Aura enters, target player discards two cards. {B}: Regenerate enchanted creature.
Artifact — Equipment
Imprint — When this Equipment enters, search your library for a land card, exile it, then shuffle. Equipped creature gets +1/+1 for each land on the battlefield with the same name as the exiled card. Equip {3}
Sorcery
Look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard.
Enchantment — Aura
Enchant creature When this Aura enters, draw a card. Enchanted creature has flying. (It can't be blocked except by creatures with flying or reach.) Enchanted creature can block only creatures with flying.
Sorcery
Target player gains X life.
Creature — Merfolk Scout
{T}: Target Merfolk creature gets +1/+1 and gains islandwalk until end of turn. (It can't be blocked as long as defending player controls an Island.) {T}: Target land becomes an Island until end of turn.
Enchantment
During your turn, creatures you control get +1/+0 and have trample.
Instant
Street Spasm deals X damage to target creature without flying you don't control. Overload {X}{X}{R}{R} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Enchantment
Constellation — Whenever this enchantment or another enchantment you control enters, target creature gets +X/+X until end of turn, where X is the number of creature cards in your graveyard.
Instant
Target creature gets +2/+2 until end of turn. If you control an Equipment, create a 1/1 white Human Soldier creature token.
Sorcery
Choose target creature you control. Put a +1/+1 counter on it for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
Instant
Kicker {2}{W} (You may pay an additional {2}{W} as you cast this spell.) Target creature you control gets +2/+2 until end of turn. If this spell was kicked, put a +1/+1 counter on each creature you control.
Instant
Multikicker {1} (You may pay an additional {1} any number of times as you cast this spell.) Choose target creature, then choose another target creature for each time this spell was kicked. Put X +1/+1 counters on each of them.
Artifact — Equipment
Equipped creature gets +1/+1 and has haste. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Creature — Sliver
Sliver creatures you control have first strike. (They deal combat damage before creatures without first strike.)
Instant
Return target creature to its owner's hand. Then that creature's controller may pay {U}{U}. If the player does, they may copy this spell and may choose a new target for that copy.
Instant
Destroy all Auras and Equipment attached to target creature.
Creature — Human Knight
{T}, Pay 1 life: Counter target white spell.
Creature — Zombie Knight
Protection from white {B}: This creature gains flying until end of turn. {B}{B}: This creature gets +1/+0 until end of turn.
Creature — Vampire Soldier
When this creature enters, put a +1/+1 counter on another target Vampire you control.
Creature — Human Monk
Whenever you cast a noncreature spell, creatures you control get +1/+1 until end of turn.
Creature — Human Cleric
Kicker {3} (You may pay an additional {3} as you cast this spell.) Menace (This creature can't be blocked except by two or more creatures.) If this creature was kicked, it enters with two +1/+1 counters on it.
Sorcery
Each player loses 1 life for each creature they control.
Creature — Human Spellshaper
{U}{U}, {T}, Discard a card: Counter target noncreature spell.
Creature — Demon
Flying Shadow (This creature can block or be blocked by only creatures with shadow.) {B}{B}: Creatures with shadow get +1/+0 until end of turn and creatures without shadow get -1/-0 until end of turn.
Creature — Human
Flying This creature can block only creatures with flying.
Sorcery
Target player sacrifices an artifact and a land of their choice. Structural Collapse deals 2 damage to that player.