Inventory last scanned: 5/4/2026, 6:01:54 PM
Creature — Wall
Defender When this creature enters, you may put three +1/+1 counters on target land you control. If you do, that land becomes a 0/0 Elemental creature with haste that's still a land.
Creature — Wall
Defender (This creature can't attack.) When this creature enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Creature — Wall
Defender (This creature can't attack.) Prevent all damage that would be dealt to this creature by creatures it's blocking. This creature can't be the target of spells that can target only Walls or of abilities that can target only Walls.
Creature — Wall
Defender (This creature can't attack.)
Creature — Wall
Defender (This creature can't attack.) Flying
Creature — Wall
Defender (This creature can't attack.) Prevent all damage that would be dealt to this creature by creatures it's blocking.
Creature — Plant Wall
Defender (This creature can't attack.) Reach (This creature can block creatures with flying.)
Creature — Wall
Defender (This creature can't attack.) {U}: This creature gets +1/+0 until end of turn.
Creature — Wall
Defender (This creature can't attack.) {2}{U}{U}: This creature gets +4/-4 until end of turn and can attack this turn as though it didn't have defender.
Creature — Wall
Defender (This creature can't attack.)
Creature — Human Soldier Ally
Reach, deathtouch When this creature dies, if there's a Lesson card in your graveyard, you gain 2 life.
Artifact
{T}: Look at the top card of target player's library. If it's a nonland card, you may pay 2 life. If you do, put it into that player's graveyard.
Sorcery
Return up to two target creature cards from your graveyard to your hand. Cycling {2} ({2}, Discard this card: Draw a card.)
Creature — Merfolk Scout
{1}, {T}, Tap another untapped creature you control: Tap target creature an opponent controls.
Instant
Wanderer's Intervention deals 4 damage to target attacking or blocking creature.
Sorcery
Exile target creature, then proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Creature — Illusion
Flying Players play with their hands revealed.
Creature — Zombie Turtle
Creature — Wolf
Creatures with power less than this creature's power can't block it.
Enchantment — Aura
Enchant creature At the beginning of the upkeep of enchanted creature's controller, this Aura deals 1 damage to that player.
Creature — Horse
Whenever you cast a creature spell that has an Adventure, put a +1/+1 counter on this creature. (It doesn't need to have gone on the adventure first.)
Creature — Merfolk Wizard
Whenever this creature becomes tapped, target creature an opponent controls gets -3/-0 until end of turn.
Kindred Sorcery — Merfolk
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Return one or two target nonland permanents to their owners' hands. Then if you control a Merfolk, create a 1/1 white and blue Merfolk creature token for each permanent returned to its owner's hand this way.
Creature — Human Pirate
When this creature dies, target opponent creates two Treasure tokens. (They're artifacts with "{T}, Sacrifice this token: Add one mana of any color.")
Creature — Elephant
Trample; banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
Creature — Bird
Flying This creature can't attack unless you control a Knight or a Soldier.
Instant
Creatures you control get +2/+1 until end of turn. Untap those creatures.
Artifact
Attacking creatures you control get +1/+0.
Creature — Elephant
Trample
Creature — Human Cleric
When this creature enters, you may destroy target enchantment.
Creature — Bird
Flying {5}{W}, {T}: Other creatures you control get +1/+1 until end of turn.
Creature — Human Warrior
Raid — This creature enters with a +1/+1 counter on it if you attacked this turn. This creature can't be blocked by creatures with power 1 or less.
Creature — Shapeshifter
Changeling (This card is every creature type.) {R}: This creature gains first strike until end of turn.
Enchantment — Aura
Enchant creature you control When this Aura enters, enchanted creature fights up to one target creature you don't control. (Each deals damage equal to its power to the other.) Enchanted creature gets +0/+2.
Creature — Orc Berserker
Dash costs you pay cost {2} less (as long as this creature is on the battlefield). Dash {2}{R} (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
Creature — Dwarf Cleric
Whenever this creature becomes tapped, if it's enchanted or equipped, create a 2/1 red Dwarf Berserker creature token.
Creature — Dog
First strike (This creature deals combat damage before creatures without first strike.)
Creature — Phoenix
Flying, haste Whenever you attack with three or more creatures, you may pay {2}{R}. If you do, return this card from your graveyard to the battlefield tapped and attacking.
Creature — Wall
Defender (This creature can't attack.) Attacking creatures you control get +1/+0.
Creature — Bird Wizard
Flying Creature spells with flying you cast cost {1} less to cast.
Creature — Minotaur Warrior
Trample This creature can't attack unless you control another creature with power 4 or greater.
Creature — Djinn Wizard
When this creature enters, return target noncreature, nonland card from your graveyard to your hand.
Artifact
This artifact enters tapped. {T}: Add {C}. During turns other than yours, this artifact is a 2/3 Gargoyle artifact creature with flying.
Creature — Crocodile
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Instant
Creatures you control get +2/+1 until end of turn. Foretell {2}{W} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Instant
Kicker {B} (You may pay an additional {B} as you cast this spell.) Creatures you control get +2/+0 until end of turn. If this spell was kicked, whenever a creature you control dies this turn, draw a card.
Instant
Warleader's Helix deals 4 damage to any target and you gain 4 life.
Instant
Look at the top five cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. Create a 1/1 green and white Citizen creature token.
Artifact — Equipment
Equipped creature gets +2/+2. As long as equipped creature has defender, it can attack as though it didn't have defender. Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)
Instant
Prevent all combat damage that would be dealt by target attacking creature this turn.
Enchantment — Aura
Enchant artifact At the beginning of the upkeep of enchanted artifact's controller, this Aura deals 1 damage to that player.
Enchantment
Whenever a permanent is returned to a player's hand, that player discards a card.
Land
{T}: Add {C}. {2}, {T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Instant // Sorcery
Creature — Goblin Rogue
When this creature enters, return target creature card from your graveyard to your hand. If that card is a Goblin card, this creature gains haste until end of turn.
Kindred Sorcery — Goblin
Target player sacrifices a creature of their choice. If a Goblin is sacrificed this way, that player creates two 1/1 black Goblin Rogue creature tokens, and those tokens gain haste until end of turn.
Artifact — Equipment
Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.) Equipped creature gets +3/+2 and is a Warrior in addition to its other types. Equip {5} ({5}: Attach to target creature you control. Equip only as a sorcery.)
Instant
Until end of turn, up to two target creatures you control each gain "Whenever this creature deals combat damage to a player, draw a card."