Inventory last scanned: 5/2/2026, 6:03:46 PM
Creature — Human Wizard
{2}{B}, {T}: Reveal any number of black cards in your hand. Target creature gets -X/-X until end of turn, where X is the number of cards revealed this way.
Creature — Faerie Rogue
Flying This creature can't block.
Creature — Spirit
Soulshift 5 (When this creature dies, you may return target Spirit card with mana value 5 or less from your graveyard to your hand.)
Creature — Human Soldier
When this creature enters, if you attacked this turn, create a 1/1 white Human Soldier creature token.
Creature — Vampire
Flying, deathtouch Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Creature — Faerie Rogue
Flying Whenever this creature attacks, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Creature — Human Rebel
Flying, protection from black
Creature — Spirit
When this creature enters, destroy target enchantment. Whenever you cast a Spirit or Arcane spell, you may return this creature to its owner's hand.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — You gain 2 life for each foretold card you own in exile. II — Add {W}{U}. Spend this mana only to foretell cards or cast spells that have foretell. III — Return target card with foretell from your graveyard to your hand.
Creature — Zombie
This creature gets +1/+0 for each artifact you control. {B}{B}: Return this card from your graveyard to the battlefield, then sacrifice a creature. Activate only during your upkeep.
Creature — Zombie
This creature gets +1/+0 for each artifact you control.
Creature — Human Warrior Ally
Whenever this creature or another Ally you control enters, you may put a +1/+1 counter on this creature.
Creature — Human Rogue
As long as an opponent has eight or more cards in their graveyard, this creature gets +1/+0 and has menace. (It can't be blocked except by two or more creatures.)
Creature — Human Rogue
Flash Flying When this creature enters, target opponent mills two cards. (They put the top two cards of their library into their graveyard.)
Creature — Bird Rogue
Flying When this creature enters, target opponent reveals their hand. You choose an artifact, instant, or sorcery card from it and exile that card.
Creature — Mongoose
Shroud (This creature can't be the target of spells or abilities.) Threshold — This creature gets +2/+2 as long as there are seven or more cards in your graveyard.
Creature — Bird Wizard
Flash Flying Cycling {2}{U} ({2}{U}, Discard this card: Draw a card.) When you cycle this card, counter target activated or triggered ability you don't control.
Creature — Human Rogue
This creature can't be blocked if you had another Cleric, Rogue, Warrior, or Wizard enter the battlefield under your control this turn. At the beginning of combat on your turn, if you have a full party, creatures you control gain "Whenever this creature deals combat damage to a player, draw a card" until end of turn.
Creature — Jackal Warrior
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Enchantment Creature — Nymph
Bestow {4}{U} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached.) Flying Enchanted creature gets +2/+2 and has flying.
Creature — Leviathan
Flying This creature enters with X +1/+1 counters on it.
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+2 and has flying.
Enchantment
Hexproof If a source would deal damage to you, prevent that damage and put an incarnation counter on this enchantment. When there are nine or more incarnation counters on this enchantment, exile it. When this enchantment leaves the battlefield, you lose the game.
Artifact — Equipment
Equipped creature has "{1}, {T}, Sacrifice Ninja's Kunai: Ninja's Kunai deals 3 damage to any target." Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Creature — Dwarf Soldier
Whenever another creature you control leaves the battlefield, put a +1/+1 counter on this creature.
Creature — Vampire Assassin Ally
Whenever you gain life, this creature gains deathtouch until end of turn. (Any amount of damage it deals to a creature is enough to destroy it.)
Creature — Vampire Warrior
Level up {2}{B} ({2}{B}: Put a level counter on this. Level up only as a sorcery.) LEVEL 1-2 4/3 Deathtouch LEVEL 3+ 5/4 First strike, deathtouch
Creature — Elf Warrior
If this creature would die, put it on the bottom of its owner's library instead.
Sorcery
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.) Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Enchantment — Aura
Enchant land Enchanted land is a 4/4 Elemental creature with reach and haste. It's still a land. When enchanted land dies, return that card to its owner's hand.
Creature — Illusion Wall
Flash (You may cast this spell any time you could cast an instant.) Defender (This creature can't attack.) When this creature enters, target attacking creature gets -4/-0 until end of turn.
Creature — Cyclops
Defender Whenever you cast an instant or sorcery spell, this creature gets +3/+0 until end of turn and can attack this turn as though it didn't have defender.
Creature — Human Wizard
{1}{U}{R}: Draw a card, then discard a card. {2}{U}{R}: Copy target instant or sorcery spell you control. You may choose new targets for the copy.
Land
{T}: Add {C}. {2}{U}{R}, {T}: Exile the top card of your library. Until your next turn, you may cast it if it's an instant or sorcery spell.
Instant
Counter target creature or planeswalker spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard. Scry 1.
Enchantment
Sacrifice this enchantment: Return to your hand all creature cards in your graveyard that were put there from the battlefield this turn.
Sorcery
Target opponent discards two cards. You create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)
Creature — Human Knight
Draft this card face up. As you draft a creature card, you may reveal it, note its name, then turn this card face down. As long as you control one or more creatures with a name you noted for cards named Noble Banneret, this creature and those creatures get +1/+1 and have lifelink.
Enchantment Creature — Unicorn
Bestow {5}{G} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached.) All creatures able to block this creature or enchanted creature do so. Enchanted creature gets +1/+1.
Enchantment
Whenever a creature you control blocks, you gain 2 life.
Instant
Gift a Food (You may promise an opponent a gift as you cast this spell. If you do, they create a Food token before its other effects. It's an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.") Destroy target creature. If the gift wasn't promised, you lose 2 life.
Creature — Human Nomad Cleric
{W}, {T}: Put target Aura card from a graveyard onto the battlefield under your control attached to a creature you control.
Creature — Snake
Reach Discard a card: This creature gets +1/+1 until end of turn.
Creature — Imp
{T}: Untap target blue creature. {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 before attackers are declared.
Creature — Human Knight
{W}{W}, {T}: Destroy target black permanent.
Sorcery
Put target card from a graveyard on your choice of the top or bottom of its owner's library. Create a 1/1 white Spirit creature token with flying.
Sorcery
Surveil 2, then draw two cards. Notion Rain deals 2 damage to you. (To surveil 2, look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Kindred Sorcery — Rogue
Prowl {5}{U} (You may cast this for its prowl cost if you dealt combat damage to a player this turn with a Rogue.) Create X 1/1 black Faerie Rogue creature tokens with flying, where X is the damage dealt to your opponents this turn. If this spell's prowl cost was paid, take an extra turn after this one.
Creature — Human Cleric
{2}{W}, {T}, Sacrifice this creature: Destroy all enchantments.
Creature — Troll Warlock
{1}, Sacrifice another creature: Put a +1/+1 counter on target creature. Activate only as a sorcery.
Creature — Human Knight
Defender (This creature can't attack.) As long as this creature is enchanted or equipped, it can attack as though it didn't have defender.
Creature — Human Wizard
When this creature dies, you draw a card and you lose 1 life.
Creature — Dragon
Flying When this creature dies, you may destroy target creature with mana value 3 or less.
Creature — Zombie Warrior
Level up {3} ({3}: Put a level counter on this. Level up only as a sorcery.) LEVEL 1-3 4/2 LEVEL 4+ 7/3 {B}: Regenerate this creature.
Creature — Elf Shaman
Tap four untapped creatures you control: Destroy target artifact or enchantment.
Creature — Beast
When this creature enters, put a creature you control on top of its owner's library.
Creature — Dinosaur
When this creature enters, create a 3/3 green Dinosaur creature token. Forestcycling {2} ({2}, Discard this card: Search your library for a Forest card, reveal it, put it into your hand, then shuffle.)