Inventory last scanned: 5/4/2026, 6:01:54 PM
Artifact Creature — Golem
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.)
Creature — Human Wizard
Whenever a creature an opponent controls becomes the target of a spell or ability you control, gain control of that creature for as long as you control this creature.
Creature — Cat Monkey
{2}{G}: This creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Creature — Elemental Spirit
Flying Menace (This creature can't be blocked except by two or more creatures.)
Enchantment — Aura
Enchant land Enchanted land is a 2/2 blue Elemental creature with flying. It's still a land. When enchanted land dies, return that card to its owner's hand.
Land
This land enters tapped. When this land enters, you gain 1 life. {T}: Add {R} or {W}.
Creature — Spirit
Flying Creatures can't attack you unless their controller pays {2} for each creature they control that's attacking you.
Land
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.) This land enters tapped. {T}: Add {W}. {W}, {T}: You may play the exiled card without paying its mana cost if you attacked with three or more creatures this turn.
Creature — Bird Wizard
Flying Cycling {U} ({U}, Discard this card: Draw a card.) When you cycle this card, target creature gains flying until end of turn.
Sorcery
Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way.
Creature — Cat Warrior
Flying When this creature enters, mill three cards and you gain 3 life.
Creature — Elemental
Flying {W}: This creature gains vigilance until end of turn. {W}: This creature gets +0/+1 until end of turn. {U}: Switch this creature's power and toughness until end of turn. {U}: Return this creature to its owner's hand.
Creature — Fish
Flying Landfall — Whenever a land you control enters, this creature gets +2/+2 until end of turn.
Creature — Merfolk Wizard
Flying Whenever this creature deals combat damage to a player, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Creature — Human Wizard
Flying Whenever you cast an instant, sorcery, or Wizard spell, you may draw a card. If you do, discard a card.
Instant
Prevent all combat damage that would be dealt this turn. Ferocious — If you control a creature with power 4 or greater, instead prevent all combat damage that would be dealt this turn by creatures your opponents control.
Instant
Windstorm deals X damage to each creature with flying.
Creature — Drake
Flying Other creatures you control with flying get +1/+0.
Land — Town
This land enters tapped. {T}: Add {G} or {W}.
Artifact Creature — Human Wizard
Lifelink (Damage dealt by this creature also causes you to gain that much life.) This creature has flying as long as an artifact card is in your graveyard.
Instant
Target player sacrifices an attacking creature of their choice. Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
Creature — Phyrexian Human Artificer
When this creature enters, create a 3/3 colorless Phyrexian Golem artifact creature token. Golem creatures you control have flying.
Creature — Snake
Flash (You may cast this spell any time you could cast an instant.) Flying Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
Creature — Angel
Flying, vigilance Cycling {W} ({W}, Discard this card: Draw a card.)
Artifact — Equipment
Equipped creature has flying. Sacrifice this Equipment: Equipped creature can't be blocked this turn. Sacrifice it at the beginning of the next end step. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Kindred Instant — Shapeshifter
Changeling (This card is every creature type.) Until end of turn, target creature has base power and toughness 4/4, gains all creature types, and gains flying.
Instant
Target creature gets +1/+3 and gains flying until end of turn. Untap it.
Creature — Human Soldier
This creature enters with a shield counter on it. (If it would be dealt damage or destroyed, remove a shield counter from it instead.) Whenever this creature attacks, up to one other target creature gains flying until end of turn.
Creature — Human Knight
Flying Heroic — Whenever you cast a spell that targets this creature, put a +1/+1 counter on this creature.
Legendary Creature — Human Warrior
Whenever a non-Human creature you control attacks, look at the top six cards of your library. You may put a Human creature card from among them onto the battlefield tapped and attacking. It gains indestructible until end of turn. Put the rest of the cards on the bottom of your library in a random order.
Snow Enchantment — Aura
Enchant creature When this Aura enters, tap enchanted creature. As long as you control another snow permanent, enchanted creature doesn't untap during its controller's untap step.
Instant
Choose one or both — • Tap target creature. • Winterflame deals 2 damage to target creature.
Land
This land enters tapped. {T}: Add {C}. {2}, {T}, Sacrifice this land: Tap two target lands.
Creature — Human Knight
Deathtouch Wintermoor Commander's toughness is equal to the number of Knights you control. Whenever this creature attacks, another target Knight you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Sorcery
Put a +1/+1 counter on up to one target creature you control. Tap up to one target creature you don't control, and that creature doesn't untap during its controller's next untap step. Flashback {1}{G}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Instant
Exile target enchantment. Cycling {3} ({3}, Discard this card: Draw a card.)
Creature — Elf
Whenever another nontoken Elf enters, you may create a 1/1 green Insect creature token.
Creature — Elf
Whenever a Beast enters, you may draw a card.
Creature — Insect
Return an Elf you control to its owner's hand: Untap target creature. Activate only once each turn.
Creature — Merfolk
Defender {1}{U}: This creature loses defender and becomes a Human until end of turn.
Artifact
{T}: Put a coin counter on this artifact. When you do, you may cast target instant or sorcery card with mana value equal to the number of coin counters on this artifact from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead. Activate only as a sorcery.
Creature — Elemental
Flying When this creature enters, destroy target enchantment. Evoke {W} (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
Creature — Angel
Flying When this creature enters, you may exile another target creature you control, then return that card to the battlefield under its owner's control.
Sorcery
Target player draws two cards, then discards four cards.
Creature — Elemental Incarnation
When this creature enters, if {G}{G} was spent to cast it, exile target artifact or enchantment an opponent controls. When this creature enters, if {U}{U} was spent to cast it, draw two cards, then discard a card. Evoke {G/U}{G/U} (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
Sorcery
Target player discards their hand.
Artifact
{1}{B}, {T}, Sacrifice a creature: You gain 1 life and draw a card.
Enchantment
{2}{B}, {T}: Destroy target creature that was dealt damage this turn.
Artifact — Equipment
Equipped creature has "{1}, {T}: Scry 1." (To scry 1, look at the top card of your library, then you may put that card on the bottom.) Equip {1}
Artifact
When this artifact enters, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.) {3}{U}, Sacrifice this artifact: Draw two cards.
Creature — Wolf
Hexproof (This creature can't be the target of spells or abilities your opponents control.) Whenever an opponent casts a blue or black spell during your turn, put a +1/+1 counter on this creature.
Instant
Return target creature to its owner's hand. Then return another target creature to its owner's hand unless its controller pays {1}.
Enchantment — Aura
Enchant creature Enchanted creature has base power 0 and has "At the beginning of your upkeep, you lose 1 life unless you sacrifice this creature."
Instant
Target creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it. If its toughness is 0 or less, it still dies.) Cycling {2} ({2}, Discard this card: Draw a card.)
Instant
Target creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it. If its toughness is 0 or less, it still dies.)