Inventory last scanned: 4/28/2026, 6:03:41 PM
Enchantment
As this enchantment enters, choose a color. Whenever a source of the chosen color deals damage to you, you may pay {1}. If you do, target player loses 1 life and you gain 1 life.
Enchantment
Whenever a creature without flying attacks you or a planeswalker you control, this enchantment deals 1 damage to that creature.
Enchantment
{2}: The next time an artifact source of your choice would deal damage to you this turn, prevent that damage.
Enchantment
{1}: The next time a black source of your choice would deal damage to you this turn, prevent that damage.
Enchantment
{1}: The next time a blue source of your choice would deal damage to you this turn, prevent that damage.
Enchantment
{1}: The next time a green source of your choice would deal damage to you this turn, prevent that damage.
Enchantment
{1}: The next time a red source of your choice would deal damage to you this turn, prevent that damage.
Enchantment
{1}: The next time a creature of your choice with shadow would deal damage to you this turn, prevent that damage.
Enchantment
{1}: The next time a white source of your choice would deal damage to you this turn, prevent that damage.
Creature — Human Elf Druid
Bear Form — During your turn, this creature is a Bear with base power and toughness 4/2. (It loses all other creature types.)
Creature — Human Druid
Kicker {2}{G} (You may pay an additional {2}{G} as you cast this spell.) When this creature enters, if it was kicked, draw two cards.
Enchantment
When this enchantment enters, exile target creature or planeswalker an opponent controls until this enchantment leaves the battlefield.
Creature — Sphinx
Flying When this creature dies, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Creature — Human Citizen
Whenever this creature attacks, untap target creature or land.
Artifact — Equipment
Equipped creature gets +1/+0 for each of its colors. Equip {1}
Creature — Elephant Soldier
When this creature enters, creatures you control get +1/+1 until end of turn.
Creature — Elf Druid Warrior
When this creature enters, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle.
Instant
Look at target player's hand. Draw a card at the beginning of the next turn's upkeep.
Creature — Goblin Shaman
Riot (This creature enters with your choice of a +1/+1 counter or haste.) Whenever this creature attacks, target creature an opponent controls can't block this turn.
Sorcery
Choose one or more — • Clan Defiance deals X damage to target creature with flying. • Clan Defiance deals X damage to target creature without flying. • Clan Defiance deals X damage to target player or planeswalker.
Creature — Human Shaman
{1}{R}, {T}: Target creature can't block this turn. {2}{G}, {T}: Target land you control becomes a 4/4 Elemental creature with haste until end of turn. It's still a land.
Creature — Human Knight
When this creature enters, create a 1/1 white Human creature token.
Creature — Spirit
Whenever you cast your second spell each turn, create a 1/1 white Spirit creature token with flying.
Sorcery
Choose five permanents you control. For each of those permanents, you may search your library for a card with the same name as that permanent. Put those cards onto the battlefield tapped, then shuffle.
Instant
Target creature fights another target creature. (Each deals damage equal to its power to the other.)
Instant
Counter target spell unless its controller pays {X}.
Sorcery
Choose one or more — • Target creature you control fights target creature an opponent controls. • Remove a lore counter from target Saga you control. (Removing lore counters doesn't cause chapter abilities to trigger.) • Put a lore counter on target Saga you control.
Creature — Skeleton
When this creature dies, venture into the dungeon. (Enter the first room or advance to the next room.)
Enchantment — Aura
Enchant creature When this Aura enters, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step.
Sorcery — Arcane
Destroy all enchantments.
Sorcery
Choose one — • Destroy target Vampire. • Destroy target enchantment.
Instant
Destroy target enchantment. Cycling {2} ({2}, Discard this card: Draw a card.)
Instant
Target creature you control gets +1/+1 until end of turn. It deals damage equal to its power to target creature you don't control.
Sorcery
Destroy target creature with defender.
Sorcery
Creatures you control gain double strike until end of turn. (They deal both first-strike and regular combat damage.)
Creature — Human Warrior
Flash Kicker {2}{R} (You may pay an additional {2}{R} as you cast this spell.) Flying When this creature enters, if it was kicked, it deals X damage to any target, where X is the number of attacking creatures.
Creature — Human Cleric
{T}: Prevent the next 1 damage that would be dealt to any target this turn.
Creature — Merfolk Cleric
Whenever this creature blocks a creature, that creature doesn't untap during its controller's next untap step.
Instant
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.) Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)
Creature — Shapeshifter
You may have this creature enter as a copy of any nonland permanent on the battlefield.
Creature — Kor Warrior
Creature — Jellyfish
Defender Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)
Instant
Prevent all combat damage that would be dealt this turn. Fateful hour — If you have 5 or less life, tap all attacking creatures. Those creatures don't untap during their controller's next untap step.
Instant
Each opponent sacrifices a creature of their choice with flying.
Enchantment — Aura
Enchant creature you control Whenever enchanted creature attacks and isn't blocked, you may have it assign no combat damage this turn. If you do, defending player discards a card at random.
Creature — Human Ranger
Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.) Whenever one or more +1/+1 counters are put on one or more Humans you control, draw a card. This ability triggers only once each turn.
Creature — Siren
Flash (You may cast this spell any time you could cast an instant.) Flying
Artifact
Tap two untapped artifacts you control: Untap target artifact.
Artifact Creature — Beast
This creature enters with seven +1/+0 counters on it. At end of combat, if this creature attacked or blocked this combat, remove a +1/+0 counter from it. {X}, {T}: Put up to X +1/+0 counters on this creature. This ability can't cause the total number of +1/+0 counters on this creature to be greater than seven. Activate only during your upkeep.
Artifact Creature — Insect
This creature enters with two +1/+1 counters on it. Whenever this creature attacks or blocks, remove a +1/+1 counter from it at end of combat.
Artifact Creature — Wall
Defender {2}{W}, {T}: Tap target creature.
Artifact Creature — Gnome
Adamant — When this creature enters, if at least three mana of the same color was spent to cast it, draw a card.
Artifact Creature — Boar Beast
Trample This creature enters with four +1/+1 counters on it. Whenever this creature attacks or blocks, remove a +1/+1 counter from it at end of combat. {T}: Put a +1/+1 counter on this creature.
Creature — Shapeshifter
You may have this creature enter as a copy of any creature on the battlefield.
Token Creature — Faerie
Flying Cloud Sprite can block only creatures with flying.
Legendary Creature — Avatar
Flying Particle Beam — When Cloud of Darkness enters, target creature an opponent controls gets -X/-X until end of turn, where X is the number of permanent cards in your graveyard.
Creature — Human Scout
Flying When this creature enters, you gain 2 life and draw two cards.