Inventory last scanned: 5/2/2026, 6:03:46 PM
Instant
Counter target noncreature spell.
Legendary Creature — Zombie Minotaur Warrior
Afflict 3 (Whenever this creature becomes blocked, defending player loses 3 life.) At the beginning of each of your postcombat main phases, add {R} for each 1 life your opponents have lost this turn.
Creature — Human Assassin
First strike When this creature enters, destroy target nonartifact, nonblack creature. That creature can't be regenerated.
Instant — Trap
If a white creature is attacking, you may pay {B}{B} rather than pay this spell's mana cost. Exile target attacking creature. Create a token that's a copy of that creature. Exile it at the beginning of the next end step.
Creature — Snake
This spell costs {1} less to cast for each creature card in your graveyard. {7}{G}{G}: Monstrosity 5. This ability costs {1} less to activate for each creature card in your graveyard. (If this creature isn't monstrous, put five +1/+1 counters on it and it becomes monstrous.)
Instant
This spell costs {1} less to cast if you control a Vampire. Neonate's Rush deals 1 damage to target creature and 1 damage to its controller. Draw a card.
Land
{T}: Add {C}. {1}{U}{B}, {T}: Target player mills three cards.
Creature — Drake
Flying When this creature enters, target creature gains flying until end of turn. {4}{U}{U}, Exile this card from your graveyard: Creatures you control gain flying until end of turn.
Creature — Human Rogue
{3}{U}, {T}: Exile another target creature you control, then return that card to the battlefield under your control.
Creature — Snake
Reach {6}{G}: Monstrosity 4. (If this creature isn't monstrous, put four +1/+1 counters on it and it becomes monstrous.)
Creature — Beast
Tribute 3 (As this creature enters, an opponent of your choice may put three +1/+1 counters on it.) When this creature enters, if tribute wasn't paid, destroy target noncreature permanent.
Creature — Beast
When this creature enters, look at the top X cards of your library, where X is the number of Forests you control. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
Creature — Insect
At the beginning of combat on your turn, if you control another creature with power 4 or greater, put a +1/+1 counter on this creature.
Creature — Phyrexian Zombie Warrior
Whenever a source deals damage to this creature, create a 2/2 black Phyrexian Zombie creature token.
Creature — Wurm
Trample When this creature enters, you may search your library for up to three cards named Nesting Wurm, reveal them, put them into your hand, then shuffle.
Creature — Spider
Reach (This creature can block creatures with flying.) Whenever this creature blocks a creature with flying, this creature gets +2/+0 until end of turn.
Creature — Spirit
Haste At the beginning of your upkeep, if this card is in your graveyard with three or more creature cards above it, you may put this card onto the battlefield.
Creature — Eldrazi Drone
Devoid (This card has no color.) {T}: This creature deals 1 damage to each opponent. Whenever you cast a colorless spell, untap this creature.
Enchantment — Aura
Enchant creature Whenever enchanted creature attacks or blocks, its controller loses 3 life. {1}{R}: Enchanted creature attacks this turn if able.
Creature — Imp
{T}: Choose target non-Wall creature the active player has controlled continuously since the beginning of the turn. That creature attacks this turn if able. Destroy it at the beginning of the next end step if it didn't attack this turn. Activate only during an opponent's turn, before attackers are declared.
Artifact Creature — Moonfolk Rogue
Flying When this creature enters, tap target permanent.
Creature — Human Rogue
Shroud (This creature can't be the target of spells or abilities.) Whenever this creature deals combat damage to a player, you may draw a card.
Artifact — Equipment
Equipped creature has flying. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
Creature — Human Wizard
This creature can't be blocked. When this creature enters, target creature can't be blocked this turn.
Creature — Human Rogue
This creature can't be blocked as long as defending player controls an artifact.
Creature — Human Wizard
{U}: Target creature becomes an artifact in addition to its other types until end of turn. {U}: Until end of turn, target artifact creature becomes blue and isn't an artifact.
Instant
Counter target spell. Cycling {2} ({2}, Discard this card: Draw a card.)
Instant
Counter target multicolored spell.
Sorcery // Sorcery
Sorcery
Target opponent reveals their hand. You choose a nonland card from that player's graveyard or hand and exile it.
Sorcery
Search target player's library for X cards, where X is the number of cards in your hand, and exile them. Then that player shuffles. Epic (For the rest of the game, you can't cast spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability. You may choose a new target for the copy.)
Creature — Elemental
Flying When this creature leaves the battlefield, put target nonland permanent on top of its owner's library. Evoke {3}{U} (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
Legendary Creature — Zombie Wizard
Hexproof from artifacts, creatures, and enchantments When Nevinyrral enters, create a tapped 2/2 black Zombie creature token for each creature that died this turn. When Nevinyrral dies, you may pay {1}. When you do, destroy all artifacts, creatures, and enchantments.
Land
This land enters tapped. When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) {T}: Add {W}.
Enchantment — Aura
Enchant land When this Aura enters, put a +1/+1 counter on target creature you control. Enchanted land has "{T}: Add two mana of any one color."
Creature — Human Wizard
{W}{U}: Target creature gains flying until end of turn. {3}{W}{U}: Detain target nonland permanent an opponent controls. (Until your next turn, that permanent can't attack or block and its activated abilities can't be activated.)
Creature — Human Tyranid Advisor
Strategic Coordinator — Basic lands you control have "{T}: Add {C}{C}. Spend this mana only on costs that contain {X}."
Creature — Satyr Archer
Reach Constellation — Whenever an enchantment you control enters, you gain 2 life.
Legendary Creature — Human Warrior
Whenever one or more creatures you control fight or become blocked, draw a card. At the beginning of combat on your turn, you may pay {2}{R/G}. If you do, double target creature's power until end of turn. That creature must be blocked this combat if able. ({R/G} can be paid with either {R} or {G}.)
Creature — Spirit
Flying Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Creature — Spirit
Flying {U}, {T}: You may tap or untap target creature.
Creature — Spirit
Flying When this creature enters, you may tap target creature.
Creature — Spirit
Flying Whenever this creature attacks, you may tap target creature.
Legendary Creature — Merfolk Scout
Whenever a creature you control explores a land card, you may put a land card from your hand onto the battlefield tapped. Whenever a creature you control explores a nonland card, put a +1/+1 counter on Nicanzil.
Creature — Human Warrior
When this creature enters, creatures your opponents control get -1/-1 until end of turn. Blitz {2}{B} (If you cast this spell for its blitz cost, it gains haste and "When this creature dies, draw a card." Sacrifice it at the beginning of the next end step.)
Creature — Human Rogue
Whenever this creature becomes tapped, each opponent loses 1 life and you gain 1 life.
Creature — Vampire
This creature has haste as long as an opponent controls a Human.
Sorcery
Target player reveals their hand. You choose a nonland card from it. Exile that card.
Sorcery
Up to two target creatures can't block this turn. Flashback {3}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Target creature gains swampwalk until end of turn. (It can't be blocked as long as defending player controls a Swamp.) Draw a card.
Creature — Nightmare Horse
Flying (This creature can't be blocked except by creatures with flying or reach.) Nightmare's power and toughness are each equal to the number of Swamps you control.
Enchantment Creature — Demon
Flying Whenever another nontoken creature you control dies, you may exile it. If you do, create a token that's a copy of that creature, except it's 1/1 and it's a Nightmare in addition to its other types.
Sorcery
Target player reveals their hand. You choose a card from it. That player discards that card. Dredge 2 (If you would draw a card, you may mill two cards instead. If you do, return this card from your graveyard to your hand.)
Instant
You gain 1 life. Target creature gets -X/-X until end of turn, where X is the amount of life you gained this turn.
Instant
Target creature gets -X/-X until end of turn, where X is the number of cards in your hand.
Creature — Human Druid
Soulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.) As long as this creature is paired with another creature, both creatures have deathtouch.