Inventory last scanned: 4/30/2026, 6:03:29 PM
Sorcery
Discard a card at random. If you do, Kindle the Carnage deals damage equal to that card's mana value to each creature. You may repeat this process any number of times.
Instant
Target creature gets +1/+0 and gains first strike until end of turn. (It deals combat damage before creatures without first strike.)
Sorcery
Choose a creature type. Destroy all creatures that aren't of the chosen type.
Creature — Crab
{1}{U}, {T}: Put target green creature on top of its owner's library.
Sorcery
Until end of turn, target creature gets +1/+1 for each creature you control and gains trample. It must be blocked this turn if able.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Each player mills four cards. Then you may exile a creature or planeswalker card from each graveyard. II, III — Until end of turn, you may cast spells from among cards exiled with this Saga, and you may spend mana as though it were mana of any color to cast those spells.
Creature — Thrull
Flying Extort (Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain that much life.)
Creature — Human Scout
Double strike When this creature enters, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
Creature — Kithkin Knight
Knight creatures you control have double strike.
Creature — Leviathan
When this creature enters, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Instant
Strive — This spell costs {U} more to cast for each target beyond the first. Return any number of target enchantments to their owners' hands.
Creature — Ape
This creature gets +1/+2 as long as you control a Forest.
Creature — Spirit
When this creature enters, return target creature to its owner's hand. Whenever you cast a Spirit or Arcane spell, you may return this creature to its owner's hand.
Enchantment
Artifacts, creatures, and lands your opponents control enter tapped.
Artifact — Equipment
Equipped creature gets +0/+3. Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)
Creature — Kor Soldier
As long as this creature is equipped, it gets +1/+1 and has flying.
Creature — Kor Cleric
Kicker {2}{W} (You may pay an additional {2}{W} as you cast this spell.) Flying When this creature enters, if it was kicked, tap up to two target creatures.
Creature — Human Pirate
This creature has flying as long as it's attacking.
Creature — Kor Scout
Flying
Creature — Human Pirate
Flying Whenever this creature attacks, another target creature attacking the same player or planeswalker gains flying until end of turn. Encore {4}{U} ({4}{U}, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
Creature — Kithkin Soldier
As long as you control a Giant, this creature gets +1/+1 and has first strike.
Creature — Kithkin Scout
Whenever an attacking Kithkin or Elf is put into your graveyard from the battlefield, you may draw a card.
Creature — Kithkin Soldier
Kinship — At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with this creature, you may reveal it. If you do, this creature gets +2/+2 and gains flying and vigilance until end of turn.
Creature — Fox Cleric
{T}: Prevent the next 3 damage that would be dealt to target creature this turn. Activate only if you have more cards in hand than each opponent.
Creature — Fox Samurai
Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.) When this creature enters, you may tap target creature.
Creature — Fox Cleric
{1}{W}: This creature gets +0/+X until end of turn, where X is the number of cards in your hand.
Creature — Elemental Beast
At end of combat, destroy all creatures blocking or blocked by this creature.
Creature — Human Warrior
Banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
Sorcery
Creatures you control get +X/+X until end of turn, where X is your devotion to green. (Each {G} in the mana costs of permanents you control counts toward your devotion to green.)
Creature — Human Knight
Whenever an enchantment you control is put into a graveyard from the battlefield, create a 1/1 white Bird creature token with flying.
Creature — Human Knight
{B}{B}: Destroy target creature blocking this creature.
Creature — Human Knight
Protection from black (This creature can't be blocked, targeted, dealt damage, or enchanted by anything black.) Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
Creature — Human Knight
Protection from white (This creature can't be blocked, targeted, dealt damage, or enchanted by anything white.) Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
Creature — Human Knight
Each other multicolored creature you control gets +1/+1 for each of its colors.
Creature — Human Knight
Creature — Human Knight
Suspend 5—{W} (Rather than cast this card from your hand, you may pay {W} and exile it with five time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost. It has haste.) When this creature enters, other creatures you control get +1/+1 until end of turn.
Creature — Human Knight
Creature — Human Knight
Vigilance (Attacking doesn't cause this creature to tap.)
Enchantment
Creatures you control have first strike.
Enchantment — Aura
Enchant creature When this Aura enters, create a 2/2 white Knight creature token with vigilance. (Attacking doesn't cause it to tap.) Enchanted creature gets +2/+2 and has vigilance.
Creature — Goblin Shaman
Whenever a Goblin you control is put into a graveyard from the battlefield, you may put a +1/+1 counter on this creature.
Legendary Creature — Spirit
Reach Modified creatures you control have trample. (Equipment, Auras you control, and counters are modifications.) Whenever a modified creature you control deals combat damage to a player, search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Creature — Human Berserker
Trample Kolaghan Forerunners's power is equal to the number of creatures you control. Dash {2}{R} (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
Creature — Human Shaman
Haste Megamorph {R} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.) When this creature is turned face up, target creature gains haste until end of turn.
Instant
Choose two — • Return target creature card from your graveyard to your hand. • Target player discards a card. • Destroy target artifact. • Kolaghan's Command deals 2 damage to any target.
Legendary Creature — Dragon
Flying Whenever a Dragon you control attacks, creatures you control get +1/+0 until end of turn. Dash {3}{B}{R} (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
Legendary Creature — Dwarf Warrior
Whenever another nontoken creature you control dies, if it was enchanted or equipped, return it to its owner's hand. Creature tokens you control that are enchanted or equipped get +1/+1.
Creature — Elf Cleric
Lifelink (Damage dealt by this creature also causes you to gain that much life.) When this creature dies, each player mills three cards. (They each put the top three cards of their library into their graveyard.)
Legendary Creature — Serpent
This spell can't be countered. At the beginning of each upkeep, create a 3/3 blue Serpent creature token named Koma's Coil. Sacrifice another Serpent: Choose one — • Tap target permanent. Its activated abilities can't be activated this turn. • Koma gains indestructible until end of turn.
Creature — Kor Warrior
Double strike Equipped Warriors you control have double strike.
Creature — Kor Scout
When this creature enters, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle.