Inventory last scanned: 4/30/2026, 6:03:29 PM
Creature — Human Wizard Ally
When this creature enters, you may return target card with awaken from your graveyard to your hand. Land creatures you control have flying.
Creature — Merfolk Soldier
Level up {2} ({2}: Put a level counter on this. Level up only as a sorcery.) LEVEL 1-4 0/6 LEVEL 5+ 6/6 Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
Legendary Creature — Elf Archer
Trample Whenever you cast a spell, if that spell was kicked, put a +1/+1 counter on Hallar, then Hallar deals damage equal to the number of +1/+1 counters on it to each opponent.
Land — Plains Island
({T}: Add {W} or {U}.) As this land enters, you may pay 2 life. If you don't, it enters tapped.
Creature — Demon
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) When this creature enters, destroy target Angel.
Creature — Human Warrior
Whenever this creature attacks or blocks, other Humans you control get +1/+1 until end of turn.
Creature — Giant
Bargain (You may sacrifice an artifact, enchantment, or token as you cast this spell.) This spell costs {2} less to cast if it's bargained. Trample When this creature enters, you gain 3 life.
Creature — Giant Warrior
Whenever another creature enters, you may put X +1/+1 counters on this creature, where X is that creature's power.
Creature — Giant Soldier
Mentor (Whenever this creature attacks, put a +1/+1 counter on target attacking creature with lesser power.)
Sorcery
Hammer of Bogardan deals 3 damage to any target. {2}{R}{R}{R}: Return this card from your graveyard to your hand. Activate only during your upkeep.
Artifact — Equipment
Equipped creature gets +2/+0. Whenever equipped creature deals combat damage to a player, you may destroy target Equipment that player controls. Equip {2}
Creature — Giant Warrior
{T}: This creature deals 4 damage to each creature without flying and each player.
Enchantment — Aura
Enchant creature When this Aura enters, target creature can't block this turn. Enchanted creature gets +1/+1 and has haste.
Creature — Shark
This creature can't attack unless defending player controls an Island.
Creature — Giant Warrior
Echo {5}{R} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) When this creature enters, destroy target creature with flying.
Instant
Creatures your opponents control get -2/-0 until end of turn. Cycling {2} ({2}, Discard this card: Draw a card.)
Creature — Spirit
{1}{G}, Sacrifice this creature: Return target Arcane card from your graveyard to your hand.
Creature — Human Samurai
Protection from white Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
Creature — Human Samurai
Protection from black Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
Creature — Human Warrior
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
Sorcery
Tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step. Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
Instant
Target creature you control gains hexproof until end of turn. Remove all -1/-1 counters from it. (A creature with hexproof can't be the target of spells or abilities your opponents control.)
Enchantment
When this enchantment enters, choose four nonenchantment permanents you don't control and put an aim counter on each of them. At the beginning of your end step, if two or more permanents you don't control have an aim counter on them, destroy one of those permanents at random.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Mill three cards. You may put an Elf or Tyvar card from your graveyard onto the battlefield. II — Put a +1/+1 counter on each Elf you control. III — Whenever an Elf you control attacks this turn, target creature an opponent controls gets -1/-1 until end of turn.
Legendary Creature — Elf Warrior
Menace (This creature can't be blocked except by two or more creatures.) When Harald enters, look at the top five cards of your library. You may reveal an Elf, Warrior, or Tyvar card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Creature — Dragon
Flying {2}{R}: This creature deals 1 damage to each creature without flying. {2}{G}: This creature deals 1 damage to each other creature with flying.
Creature — Human Rogue
This creature gets +1/+1 as long as you control an Island. {1}{U}: This creature can't be blocked this turn.
Creature — Serpent
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) This creature can't attack unless there are five or more Islands on the battlefield.
Enchantment — Aura
Enchant creature Enchanted creature gets +0/+2 and has "{T}: Draw a card, then discard a card."
Creature — Human Berserker
Whenever this creature attacks, the next spell you cast this turn costs {1} less to cast.
Creature — Human Wizard
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) If a triggered ability of a Shaman or another Wizard you control triggers, that ability triggers an additional time.
Enchantment — Aura
Enchant land you control Enchanted land is a 4/5 green Spirit creature with vigilance and haste. It's still a land. If enchanted land would be destroyed, instead sacrifice this Aura and that land gains indestructible until end of turn.
Instant
Exchange your hand and graveyard. Exile Harness Infinity.
Sorcery
Strive — This spell costs {2}{R} more to cast for each target beyond the first. Gain control of any number of target creatures until end of turn. Untap those creatures. They gain haste until end of turn.
Instant
Choose target creature. You get {E}{E}{E} (three energy counters), then you may pay any amount of {E}. Harnessed Lightning deals that much damage to that creature.
Sorcery
Target opponent reveals their hand. You choose a creature card from it. That player discards that card. Scry 1.
Instant
Harsh Sustenance deals X damage to any target and you gain X life, where X is the number of creatures you control.
Creature — Spirit
When this creature enters, draw a card. Whenever you cast a Spirit or Arcane spell, you may return this creature to its owner's hand.
Instant
As an additional cost to cast this spell, exile X cards from your graveyard. Harvest Pyre deals X damage to target creature.
Enchantment Creature — Nymph
Constellation — Whenever this creature or another enchantment you control enters, prevent all damage that would be dealt to target creature this turn.
Creature — Human Warrior
Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, this creature can't be blocked by creatures with power 2 or less this turn.
Instant
Target creature gets +3/+1 and gains haste until end of turn. Exile the top card of your library. You may play it until your next end step.
Enchantment
When this enchantment is put into a graveyard from the battlefield, draw three cards.
Creature — Angel
Flying When this creature dies, exile it and each other player creates a 3/3 black Angel creature token with flying.
Creature — Zombie
When this creature enters, create a 1/1 white Spirit creature token with flying. {1}{B}, Discard two cards: Return this card from your graveyard to the battlefield tapped.
Land
{T}: Add {C}. {3}, {T}, Sacrifice this land: Return a creature card at random from your graveyard to your hand.
Artifact — Equipment
Equipped creature gets +4/+4. {0}: Until end of turn, this permanent becomes a 4/4 Spirit artifact creature that's no longer an Equipment. Activate only if you control no creatures. Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.)
Sorcery
Exile all cards from target player's graveyard other than basic land cards. For each card exiled this way, search that player's library for all cards with the same name as that card and exile them. Then that player shuffles.
Creature — Illusion
Vigilance This creature can't be blocked as long as you've cast an instant or sorcery spell this turn.
Creature — Zombie Horror
Whenever this creature attacks, return another creature you control to its owner's hand.
Creature — Vampire
Whenever this creature deals combat damage to a player, put a +1/+1 counter on it. Whenever another creature dies, put a +1/+1 counter on this creature.