Inventory last scanned: 4/27/2026, 1:36:05 AM
Instant
Put a +1/+1 counter on target creature. That creature gains reach until end of turn. (It can block creatures with flying.)
Creature — Beast
Trample When this creature enters, you gain 5 life.
Creature — Pegasus
Flying When this creature enters, target creature gets +1/+1 and gains flying until end of turn.
Creature — Elemental
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.) Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Sorcery
Arc Lightning deals 3 damage divided as you choose among one, two, or three targets.
Creature — Elemental Ox
Haste (This creature can attack and {T} as soon as it comes under your control.) At the beginning of the end step, sacrifice this creature.
Artifact — Equipment
Equipped creature has "{1}: This creature deals 1 damage to target creature that's blocking it." Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Sorcery
Arc Trail deals 2 damage to any target and 1 damage to any other target.
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 and has flying.
Sorcery
You may cast target instant or sorcery card from an opponent's graveyard without paying its mana cost. If that spell would be put into their graveyard, exile it instead. 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
Look at the top four cards of your library. You may reveal an instant or sorcery card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. Flashback {3}{U}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Creature — Elf Wizard
Search the Room — {5}{U}: Roll a d20. 1—9 | Draw a card. 10—20 | 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.
Enchantment
Instant and sorcery spells cost {2} less to cast.
Artifact
{2}, {T}, Sacrifice a land: Draw a card and put a charge counter on this artifact. Remove three charge counters from this artifact: Draw a card.
Instant
Target creature gets -4/-0 until end of turn. Learn. (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.)
Legendary Creature — Wizard
{T}: Draw three cards. {2}{U}{U}: Return Arcanis to its owner's hand.
Artifact Creature — Golem
Modular 3 (This creature enters with three +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
Artifact Creature — Beast
Haste Modular 2 (This creature enters with two +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
Artifact Creature — Assembly-Worker
Modular 2 (This creature enters with two +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
Artifact Creature — Beast
Sacrifice an artifact: Put a +1/+1 counter on this creature. Modular 1 (This creature enters with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
Artifact Creature — Insect
Flying Modular 1 (This creature enters with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
Artifact Creature — Dog
Menace Modular 2 (This creature enters with two +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.) Whenever you cast a spell other than your first spell each turn, put a +1/+1 counter on this creature.
Artifact Creature — Golem
Modular—Sunburst (This creature enters with a +1/+1 counter on it for each color of mana spent to cast it. When it dies, you may put its +1/+1 counters on target artifact creature.)
Land
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) {T}: Add {C}. {5}, {T}: Draw a card. Activate only if you have the city's blessing.
Creature — Human Wizard
When this creature enters, return target instant or sorcery card from your graveyard to your hand.
Creature — Angel
Flying, vigilance
Creature — Demon
Draft this card face up. As long as this card is face up during the draft, you can't look at booster packs and must draft cards at random. After you draft three cards this way, turn this card face down. (You may look at cards as you draft them.) Flying
Creature — Demon
Flying, trample At the beginning of your upkeep, sacrifice a non-Zombie creature, then create a 2/2 black Zombie creature token.
Creature — Wall
Defender {1}{B}, {T}: Each opponent loses 1 life.
Enchantment — Aura
Enchant creature At the beginning of your upkeep, you may put an arrow counter on this Aura. Enchanted creature has "{T}: This creature deals X damage to target attacking or blocking creature, where X is the number of arrow counters on Archery Training."
Creature — Leviathan
Mutate {5}{U} (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.) Whenever this creature mutates, tap up to X target creatures, where X is the number of times this creature has mutated. Those creatures don't untap during their controller's next untap step.
Artifact Creature — Human Wizard
When this creature enters, look at the top three cards of target player's library, then put them back in any order. Cycling {U/B} ({U/B}, Discard this card: Draw a card.)
Creature — Dragon Wizard
Flying Ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.) When this creature enters, scry 2.
Creature — Human Wizard
{T}: Draw a card.
Creature — Halfling Cleric
Flash Whenever an opponent searches their library, you gain 1 life and draw a card.
Creature — Archon
Flying When this creature dies, you may return target enchantment card from your graveyard to the battlefield.
Creature — Archon
Flying Whenever this creature attacks, detain up to two target nonland permanents your opponents control. (Until your next turn, those permanents can't attack or block and their activated abilities can't be activated.)
Creature — Human Cleric
Archpriest of Iona's power is equal to the number of creatures in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.) At the beginning of combat on your turn, if you have a full party, target creature gets +1/+1 and gains flying until end of turn.
Creature — Angel
Flying When this creature enters, you gain 2 life for each Gate you control.
Creature — Spider
Reach, trample
Creature — Phoenix
Flying, haste At the beginning of combat on your turn, if you've cast three or more instant and sorcery spells this turn, return this card from your graveyard to the battlefield.
Creature — Bird Wizard
Flying This creature gets +1/+1 as long as you control a Plains. {W}: This creature gains lifelink until end of turn. (Damage dealt by this creature also causes you to gain that much life.)
Creature — Merfolk
Kicker—Return a creature you control to its owner's hand. (You may return a creature you control to its owner's hand in addition to any other costs as you cast this spell.) If this creature was kicked, it enters with a +1/+1 counter on it.
Artifact
{2}, {T}: Target creature gains vigilance until end of turn. Activate only during combat and only if defending player controls a snow land.
Artifact
{2}, {T}: Target snow land is no longer snow. {2}, {T}: Target nonsnow basic land becomes snow.
Artifact
{3}, {T}: Choose target non-Wall creature the active player has controlled continuously since the beginning of the turn. That player may pay {X}, where X is that creature's mana value. If they don't pay, the creature attacks this turn if able, and at the beginning of the next end step, destroy it if it didn't attack this turn. Activate only before attackers are declared.
Creature — Human Wizard
When this creature enters, add {R} for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
Creature — Human Soldier
Metalcraft — This creature gets +2/+2 as long as you control three or more artifacts.
Creature — Human Knight
Adamant — If at least three white mana was spent to cast this spell, this creature enters with a +1/+1 counter on it.
Creature — Human
Heroic — Whenever you cast a spell that targets this creature, target creature an opponent controls can't block this turn.
Creature — Human Shaman
Whenever you cast your first spell during each opponent's turn, put a +1/+1 counter on this creature.
Instant
Target permanent becomes an artifact in addition to its other types until end of turn. Draw a card.
Creature — Sphinx
Flying Metalcraft — {U}: Exile this creature. Return it to the battlefield under your control at the beginning of the next end step. Activate only if you control three or more artifacts.
Creature — Orc Knight
Enlist (As this creature attacks, you may tap a nonattacking creature you control without summoning sickness. When you do, add its power to this creature's until end of turn.) When this creature enters, create a 1/1 white Soldier creature token.
Creature — Faerie
This creature can't be blocked by artifact creatures. Prevent all damage that would be dealt to this creature by artifact creatures.
Creature — Boar
Trample