Inventory last scanned: 4/30/2026, 6:03:29 PM
Legendary Creature — Elf Wizard
Players can't draw cards. At the beginning of each player's draw step, that player loses 3 life, searches their library for a card, puts it into their hand, then shuffles.
Creature — Human Rogue
This creature can't block and can't be blocked. You may cast this card from your graveyard as long as you control a black or green permanent.
Creature — Skeleton
{B}: Regenerate this creature. Megamorph {3}{B} (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.)
Artifact — Equipment
Equipped creature gets +2/+0. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
Creature — Dinosaur
Ward {3} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {3}.) Islandcycling {2} ({2}, Discard this card: Search your library for an Island card, reveal it, put it into your hand, then shuffle.)
Creature — Human Pirate
Raid — At the beginning of your end step, if you attacked this turn, you may draw a card. If you do, discard a card.
Artifact
{T}: You gain 1 life.
Artifact Creature — Gargoyle
Flying {W}: This creature gets +0/+1 until end of turn.
Creature — Giant
Creatures with power 3 or greater don't untap during their controllers' untap steps.
Instant
As an additional cost to cast this spell, you may exile any number of black cards from your hand. This spell costs {2} less to cast for each card exiled this way. March of Wretched Sorrow deals X damage to target creature or planeswalker and you gain X life.
Sorcery
Return up to two target creature cards from your graveyard to your hand.
Creature — Human Rogue
Hexproof (This creature can't be the target of spells or abilities your opponents control.) Dethrone (Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1 counter on it.)
Creature — Human Rogue
Dethrone (Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1 counter on it.) {1}{U}{R}: Target creature you control gains haste until end of turn and can't be blocked this turn.
Instant
Choose one — • Mardu Charm deals 4 damage to target creature. • Create two 1/1 white Warrior creature tokens. They gain first strike until end of turn. • Target opponent reveals their hand. You choose a noncreature, nonland card from it. That player discards that card.
Creature — Human Warrior
{B}: This creature gains deathtouch until end of turn. (Any amount of damage it deals to a creature is enough to destroy it.)
Creature — Human Warrior
Raid — When this creature enters, if you attacked this turn, create a 1/1 white Warrior creature token.
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2. Enchanted creature has first strike as long as you control a white or black permanent.
Creature — Goblin Scout
Dash {1}{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 Warrior
Whenever this creature attacks, each opponent loses 1 life. Dash {1}{B} (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 — Orc Shaman
Raid — When this creature enters, if you attacked this turn, add {R}{W}{B}.
Creature — Human Warrior
Whenever this creature or another Warrior you control enters, you may exile target creature card from a graveyard. If you do, you gain 1 life.
Enchantment — Aura
Enchant creature At the beginning of your upkeep, return enchanted creature and all Auras attached to that creature to their owners' hands.
Sorcery
Gain control of target creature until end of turn. Put a +1/+1 counter on it and untap it. That creature gains haste until end of turn. (It can attack and {T} this turn.)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and has lifelink.
Creature — Insect
When this creature dies, target creature gets +1/+1 until end of turn. {2}, Sacrifice this creature: Draw a card.
Artifact Creature — Gnome
When this creature dies, you gain 1 life and draw a card. When this creature is exiled from the battlefield while you're activating a craft ability, you gain 1 life and draw a card.
Creature — Vampire Knight
Lifelink This creature has haste as long as you control another Vampire.
Creature — Vampire
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Sorcery
Choose one or both — • Creatures you control get +1/+0 until end of turn. • Target Vampire you control deals damage equal to its power to another target creature.
Creature — Vampire
Flying, haste At the beginning of combat on your turn, up to two target creatures you control each get +1/+0 until end of turn.
Creature — Vampire Warrior
Haste (This creature can attack and {T} as soon as it comes under your control.) When this creature enters, up to two target creatures can't block this turn.
Creature — Snake
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
Creature — Crocodile
When this creature enters, return a blue or black creature you control to its owner's hand. When this creature enters, each player discards a card.
Creature — Kor Scout
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
Enchantment
Multikicker {1}{W} (You may pay an additional {1}{W} any number of times as you cast this spell.) Creatures you control get +1/+1. When this enchantment enters, return up to X target creature cards from your graveyard to the battlefield, where X is the number of times this enchantment was kicked.
Sorcery
Creatures you control get +1/+1 and gain vigilance until end of turn. Cycling {2} ({2}, Discard this card: Draw a card.) Flashback {3}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Instant
Target creature gets +3/+0 until end of turn. Target creature gets +0/+3 until end of turn.
Creature — Human Soldier
When this creature dies, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Creature — Human Shaman
{2}, Reveal X red cards from your hand, Sacrifice this creature: This creature deals X damage to each creature without flying.
Creature — Human Wizard
{2}, Reveal X blue cards from your hand, Sacrifice this creature: Counter target spell unless its controller pays {X}.
Creature — Human Cleric
{1}, Reveal X white cards from your hand, Sacrifice this creature: You gain three times X life.
Creature — Spirit Soldier
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, if you control no tapped lands, put two +1/+1 counters on it.
Creature — Spirit
{W}, Sacrifice a creature: Target creature can't attack this turn.
Legendary Creature — Elf Druid
Whenever another Elf you control enters, put a +1/+1 counter on Marwyn. {T}: Add an amount of {G} equal to Marwyn's power.
Legendary Creature — Human Performer
Whenever a Spider you control enters, draw a card. This ability triggers only once each turn.
Sorcery
This spell costs {3} less to cast if it targets a creature token. Gain control of target creature until end of turn. Untap that creature. It gets +2/+0 and gains haste until end of turn.
Legendary Artifact — Equipment
Equipped creature has flying and lifelink. Whenever equipped creature dies, you may pay X life, where X is its power. If you do, draw X cards. Equip {3}
Artifact — Equipment
When this Equipment enters, create a 1/1 red Elemental creature token, then attach this Equipment to it. Equipped creature has "Sacrifice this creature: It deals 1 damage to any target." Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
Enchantment — Aura
Enchant creature Enchanted creature has protection from black and from red.
Creature — Raccoon Rogue
Vigilance Menace (This creature can't be blocked except by two or more creatures.) {2}, Exile this card from your hand: Target land gains "{T}: Add {B}, {R}, or {G}" until this card is cast from exile. You may cast this card for as long as it remains exiled.
Creature — Human Rogue
Flash (You may cast this spell any time you could cast an instant.) {2}{B}: This creature gets +1/+1 until end of turn.
Sorcery
Exile all creatures you control, then reveal cards from the top of your library until you reveal that many creature cards. Put all creature cards revealed this way onto the battlefield, then shuffle the rest of the revealed cards into your library.
Creature — Human Cleric
{T}: Prevent the next 4 damage that would be dealt to any target this turn.
Creature — Dwarf Warrior
When this creature enters, you may exile a creature card from your graveyard. If you do, return target artifact or enchantment card from your graveyard to your hand.
Creature — Phyrexian Human Artificer
When this creature enters, create a 3/3 colorless Phyrexian Golem artifact creature token. Golems you control get +1/+1.
Creature — Human Rogue
When this creature enters, gain control of target artifact for as long as you control this creature.
Artifact Creature — Vedalken Wizard
Master of Etherium's power and toughness are each equal to the number of artifacts you control. Other artifact creatures you control get +1/+1.