Inventory last scanned: 4/30/2026, 6:03:29 PM
Instant
Delve (Each card you exile from your graveyard while casting this spell pays for {1}.) Counter target spell unless its controller pays {X}.
Creature — Spirit
Hexproof (This creature can't be the target of spells or abilities your opponents control.) Whenever this creature deals combat damage to a player, if you control no other creatures, look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
Creature — Wolf
You may have this creature assign its combat damage as though it weren't blocked.
Legendary Creature — Human Advisor
Whenever another creature you control or a land you control is put into a graveyard from the battlefield, put a +1/+1 counter on target creature you control.
Instant
Exile target creature. At the beginning of the next end step, return that card to the battlefield under its owner's control with a +1/+1 counter on it.
Creature — Whale
Flying This creature can block only creatures with flying.
Instant
Search your library for a card, then shuffle and put that card third from the top.
Creature — Human Soldier Archer
First strike; reach (This creature can block creatures with flying.)
Creature — Dog Archer
Outlast {1}{G} ({1}{G}, {T}: Put a +1/+1 counter on this creature. Outlast only as a sorcery.) Each creature you control with a +1/+1 counter on it has reach. (A creature with reach can block creatures with flying.)
Creature — Cat
Whenever this creature deals combat damage to a player, you get {E}{E} (two energy counters). Pay {E}{E}: Put a +1/+1 counter on this creature.
Creature — Shade
{B}: This creature gets +1/+1 until end of turn.
Land
This land enters tapped. When this land enters, target creature gets +1/+1 and gains first strike until end of turn. {T}: Add {R}.
Creature — Rat Peasant
When this creature enters, choose one — • Create a 1/1 black Rat creature token with "This token can't block." • You may sacrifice another creature. If you do, scry 2, then draw a card. • Creatures you control gain menace until end of turn.
Creature — Merfolk
Other Merfolk get +1/+1 and have islandwalk. (They can't be blocked as long as defending player controls an Island.)
Creature — Lizard Beast
Mutate {U/R}{U/R} (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, return target instant or sorcery card from your graveyard to your hand.
Creature — Human Cleric
Magecraft — Whenever you cast or copy an instant or sorcery spell, until end of turn, Spirit creatures you control gain "{T}: This creature deals 1 damage to each opponent."
Instant
Choose two — • Create a 3/2 red and white Spirit creature token. • Creatures you control get +1/+0 and gain indestructible and haste until end of turn. • Lorehold Command deals 3 damage to any target. Target player gains 3 life. • Sacrifice a permanent, then draw two cards.
Enchantment
At the beginning of your end step, mill a card. If a land card was milled this way, you gain 1 life. Otherwise, this enchantment deals 1 damage to each opponent. (To mill a card, put the top card of your library into your graveyard.) {5}, Exile a creature card from your graveyard: Create a tapped 3/2 red and white Spirit creature token.
Creature — Kor Shaman
First strike Magecraft — Whenever you cast or copy an instant or sorcery spell, this creature gets +1/+0 until end of turn.
Creature — Snake
Whenever you draw a card, put a +1/+1 counter on this creature.
Artifact
{3}, {T}: Draw three cards. This ability costs {1} more to activate for each card in your hand.
Sorcery
Gain control of target creature until end of turn. Untap that creature. It gains haste and menace until end of turn. (A creature with menace can't be blocked except by two or more creatures.)
Instant
Target creature gets -1/-1 until end of turn. Scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Sorcery
Target player reveals their hand. You choose a nonland card from it. That player puts that card into their library third from the top.
Enchantment
Whenever you scry, put a verse counter on this enchantment. {4}{U}{U}, Exile this enchantment: Draw a card for each verse counter on this enchantment. If it had seven or more verse counters on it, take an extra turn after this one. Activate only as a sorcery.
Creature — Spirit Knight
When this creature enters, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Enchantment
Flash When this enchantment enters, tap X target creatures. Put a stun counter on each of those creatures you don't control. (If a permanent with a stun counter would become untapped, remove one from it instead.) Tapped creatures you control have hexproof.
Instant
Counter target spell. Return target permanent to its owner's hand.
Sorcery
Return up to one target creature to its owner's hand. Create a 1/1 colorless Spirit creature token with "This token can't block or be blocked by non-Spirit creatures."
Legendary Creature — Halfling Rogue
Whenever a player casts their second spell each turn, you lose 1 life and create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
Creature — Zombie Troll
Trample Discard a creature card: Put a +1/+1 counter on this creature. {B}: Regenerate this creature.
Creature — Snake
Landfall — Whenever a land you control enters, add one mana of any color.
Creature — Human Monk
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) When this creature enters, return target enchantment card from your graveyard to your hand.
Enchantment — Saga
Read ahead (Choose a chapter and start with that many lore counters. Add one after your draw step. Skipped chapters don't trigger. Sacrifice after III.) I — You and target opponent each draw two cards. II — Create a 1/1 white Bird creature token with flying. III — Put a +1/+1 counter on each of up to two target creatures.
Legendary Creature — Human
Each creature that's a Barbarian, a Warrior, or a Berserker gets +2/+2 and has haste.
Creature — Elephant Cleric
When this creature enters, you gain 4 life. {G}{W}, Sacrifice this creature: Regenerate each creature you control.
Creature — Elephant Soldier
At the beginning of your upkeep, the player with the lowest life total gains control of this creature. If two or more players are tied for lowest life total, you choose one of them, and that player gains control of this creature.
Creature — Elephant Soldier
This creature gets +2/+2 for each Equipment attached to it.
Creature — Elephant Cleric
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.) When this creature enters, you gain 4 life.
Creature — Elephant Soldier
Vigilance When this creature enters, other creatures you control gain vigilance until end of turn.
Creature — Hippogriff
Flash Flying When this creature enters, you may return another creature you control to its owner's hand.
Creature — Pegasus
Flying This creature can't attack or block alone.
Creature — Human Soldier
When this creature blocks a creature, destroy that creature and this creature.
Legendary Creature — Human Soldier
Horsemanship (This creature can't be blocked except by creatures with horsemanship.) Whenever Lu Xun deals damage to an opponent, you may draw a card.
Sorcery
Draw X cards, where X is the number of card types among cards in your graveyard.
Sorcery
Destroy target artifact with mana value 3 or less. You gain 3 life.
Instant
Prevent all combat damage that would be dealt this turn. Cycling {2} ({2}, Discard this card: Draw a card.)
Sorcery
This spell costs {3} less to cast if it targets a creature whose controller has eight or more cards in their graveyard. Gain control of target creature with mana value X.
Creature — Beast
{T}: Add {G} or {U}. Whenever you cast a kicked spell, you gain 2 life.
Land
This land enters tapped. {T}: Add {G} or {U}. {2}{G}{U}: Until end of turn, this land becomes a 3/3 green and blue Elemental creature with hexproof. It's still a land.
Creature — Treefolk
Hexproof (This creature can't be the target of spells or abilities your opponents control.) Whenever a creature dies, put a +1/+1 counter on this creature.
Creature — Human Wizard
Flying Whenever an artifact you control enters, you may tap target permanent.
Enchantment
At the beginning of each opponent's end step, if you didn't lose life this turn, you may put a quest counter on this enchantment. (Damage causes loss of life.) {1}{W}: Create a 4/4 white Angel creature token with flying. Activate only if this enchantment has four or more quest counters on it.
Instant
Prevent all damage that black sources and red sources would deal this turn.
Instant
Choose a creature type. You gain 2 life for each permanent you control of that type.
Enchantment — Aura
Enchant creature Enchanted creature can't attack or block.