Inventory last scanned: 4/27/2026, 1:36:05 AM
Enchantment
Whenever a creature you control attacks alone, it gets +X/+X until end of turn, where X is the number of creatures you control.
Enchantment — Aura
Enchant creature When this Aura enters, draw a card. Enchanted creature has flying.
Creature — Angel Advisor
Affinity for Citizens (This spell costs {1} less to cast for each Citizen you control.) Flying
Creature — Angel Spirit
Flying {T}: Target attacking or blocking creature gets +1/+1 until end of turn.
Sorcery
As an additional cost to cast this spell, sacrifice a permanent. Exile target artifact, creature, or enchantment.
Creature — Angel Soldier
Flying When this creature enters, put a +1/+1 counter on each of up to two other target creatures.
Creature — Wall
Defender (This creature can't attack.) Flying
Creature — Drake
Flying When this creature enters, you may return target creature to its owner's hand.
Creature — Human
Trample During your turn, Angry Mob's power and toughness are each equal to 2 plus the number of Swamps your opponents control. During turns other than yours, Angry Mob's power and toughness are each 2.
Creature — Human Citizen
Trample Whenever you cast a spell with mana value 4 or greater, this creature deals 1 damage to each opponent. {5}{R}: Put two +1/+1 counters on this creature. Activate only as a sorcery.
Sorcery
Reveal the top five cards of your library. An opponent chooses a creature card from among them. Put that card onto the battlefield and the rest into your graveyard.
Enchantment — Aura
Enchant artifact As long as enchanted artifact isn't a creature, it's an artifact creature with power and toughness each equal to its mana value.
Instant
Until end of turn, target land becomes a 3/3 creature that's still a land.
Enchantment — Aura
Enchant Wall Enchanted Wall can attack as though it didn't have defender.
Enchantment — Aura
Enchant land (Target a land as you cast this. This card enters attached to that land.) You control enchanted land.
Sorcery
As an additional cost to cast this spell, pay {4} or sacrifice an artifact or creature. Destroy target creature or planeswalker.
Artifact Creature — Construct
When this creature dies, you gain 3 life.
Creature — Human Cleric
Lifelink (Damage dealt by this creature also causes you to gain that much life.) {4}{W}: This creature gets +3/+3 until end of turn.
Creature — Vampire Cleric
At the beginning of combat on your turn, you may have target Vampire get +2/+0 until end of turn.
Creature — Human Cleric
Vigilance As this creature enters, look at an opponent's hand, then choose any card name. Spells your opponents cast with the chosen name cost {2} more to cast. Activated abilities of sources with the chosen name cost {2} more to activate unless they're mana abilities.
Token Creature — Zombie Human Cleric
Whenever a creature token enters the battlefield under your control, you gain 1 life.
Creature — Human Cleric
{T}: Target attacking creature gets +1/+1 until end of turn.
Instant
You may mill two cards. Then return up to two creature cards from your graveyard to your hand. (To mill two cards, put the top two cards of your library into your graveyard.)
Enchantment
Whenever a creature you control enters, you gain 1 life. If this enchantment isn't a creature, it becomes a 3/3 Angel creature with flying in addition to its other types until end of turn.
Enchantment
At the beginning of each player's end step, this enchantment deals 2 damage to that player unless one of their opponents was dealt damage this turn.
Legendary Creature — Human Warrior
Heroic — Whenever you cast a spell that targets Anthousa, up to three target lands you control each become 2/2 Warrior creatures until end of turn. They're still lands.
Legendary Creature — Symbiote Hero
When Anti-Venom enters, if he was cast, return target creature card from your graveyard to the battlefield. If damage would be dealt to Anti-Venom, prevent that damage and put that many +1/+1 counters on him.
Instant
Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
Instant
Counter target creature or planeswalker spell unless its controller pays {2}. If an opponent has eight or more cards in their graveyard, instead counter that spell, then scry 2.
Artifact Creature — Bird
Flying First strike (This creature deals combat damage before creatures without first strike.)
Legendary Creature — Mole God
Whenever Anzrag becomes blocked, untap each creature you control. After this phase, there is an additional combat phase. {3}{R}{R}{G}{G}: Anzrag must be blocked each combat this turn if able.
Creature — Human Wizard
Morph {3}{B} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When this creature is turned face up, target creature gets -3/-3 until end of turn.
Creature — Human Wizard
Whenever a permanent is turned face up, you may draw a card.
Creature — Zombie Bird
Flying When this creature dies, you may put target Zombie card from your graveyard on top of your library.
Creature — Phyrexian Angel
Flying Corrupted — As long as an opponent has three or more poison counters, this creature has double strike.
Creature — Human Cleric
Protection from black (This creature can't be blocked, targeted, dealt damage, enchanted, or equipped by anything black.) {2}: Exile target card from a graveyard.
Creature — Spirit
Flying When this creature enters, if you control another Spirit, you gain 3 life.
Creature — Kithkin Cleric
Whenever a player casts a white spell, you may pay {1}. If you do, you gain 1 life.
Sorcery // Sorcery
Sorcery
Target opponent reveals their hand. You choose a card from it with mana value 4 or greater and exile that card.
Instant
Destroy target artifact or enchantment. You gain 2 life.
Instant
Choose one or both — • Target creature gets +1/+1 until end of turn. • Return target creature to its owner's hand.
Creature — Human Archer
Reach Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.)
Legendary Creature — Human Detective
Whenever a player casts an artifact, instant, or sorcery spell, you create a Mutagen token. (It's an artifact with "{1}, {T}, Sacrifice this token: Put a +1/+1 counter on target creature. Activate only as a sorcery.")
Creature — Elemental Beast
Discard a card: Switch this creature's power and toughness until end of turn.
Creature — Spider Mutant
Graft 2 (This creature enters with two +1/+1 counters on it. Whenever another creature enters, you may move a +1/+1 counter from this creature onto it.) {G}: Target creature with a +1/+1 counter on it gains reach until end of turn. (It can block creatures with flying.)
Enchantment
When this enchantment enters, create two 1/1 blue Merfolk creature tokens with hexproof. (They can't be the targets of spells or abilities your opponents control.) {3}{U}: Target Merfolk can't be blocked this turn.
Enchantment — Aura
Flash Enchant creature you control When this Aura enters, enchanted creature gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.) Enchanted creature gets +1/+2.
Creature — Human Samurai
Flying Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2, has reach, and is every creature type.
Artifact Creature — Spider
Reach (This creature can block creatures with flying.)
Creature — Spider
Reach Tap an untapped Spider you control: Search your graveyard and/or library for a card named Arachnus Web and put it onto the battlefield attached to target creature. If you search your library this way, shuffle.
Enchantment — Aura
Enchant creature Enchanted creature can't attack or block, and its activated abilities can't be activated. At the beginning of the end step, if enchanted creature's power is 4 or greater, destroy this Aura.
Artifact — Vehicle
Menace Crew 4 (Tap any number of creatures you control with total power 4 or more: This Vehicle becomes an artifact creature until end of turn.)
Legendary Creature — Human Noble
Vigilance, lifelink When Aragorn enters, you become the monarch. Whenever Aragorn attacks, up to one target creature can't block this turn. If you're the monarch, creatures can't block this turn.
Creature — Human Cleric
When this creature enters, you gain 3 life.
Creature — Beast
Whenever this creature deals combat damage to one or more blocking creatures, manifest the top card of your library. (Put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)