Inventory last scanned: 5/4/2026, 6:09:00 PM
Enchantment
At the beginning of each combat, double the power and toughness of each creature you control until end of turn.
Sorcery
It becomes night. Until end of turn, target creature gets +1/+0 and gains trample and "Whenever this creature deals combat damage to a player, draw a card." Flashback {2}{R}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Return target permanent card from your graveyard to your hand. Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Creature — Shark Octopus Lizard
Trample Whenever this creature attacks, you may have the base power and toughness of another target creature you control become X/X until end of turn, where X is this creature's power. {3}{G}{U}: Adapt 3. (If this creature has no +1/+1 counters on it, put three +1/+1 counters on it.)
Creature — Elf Detective
When this creature enters, target opponent exiles a card from their hand.
Artifact
When this artifact enters, you get {E}{E} (two energy counters). Whenever you cast a spell from anywhere other than your hand, this artifact deals 1 damage to each opponent. {T}, Pay {E}{E}: Exile the top card of your library. You may play it until you exile another card with this artifact.
Enchantment
At the beginning of your end step, untap all nonland permanents you control.
Instant
Choose one — • Destroy target artifact. • Change the target of target spell or ability with a single target. • One or two target creatures can't block this turn.
Instant
Destroy target creature. Its controller manifests dread. (That player looks at the top two cards of their library, then puts one onto the battlefield face down as a 2/2 creature and the other into their graveyard. If it's a creature card, it can be turned face up any time for its mana cost.)
Instant
Counter target noncreature spell. Untap up to three lands.
Creature — Elephant Cleric
Disguise {1}{W} (You may cast this card face down for {3} as a 2/2 creature with ward {2}. Turn it face up any time for its disguise cost.) When this creature is turned face up, exile another target nonland permanent. If you controlled it, return it to the battlefield tapped. Otherwise, its controller creates a 2/2 white and blue Detective creature token.
Enchantment
When this enchantment enters and whenever you cast a spell with mana value 5 or greater, draw a card.
Legendary Creature — Phyrexian Praetor
Creatures you control have haste. Creatures your opponents control enter tapped.
Legendary Creature — Phyrexian Praetor
Haste At the beginning of your upkeep, exile the top card of your library. You may play it this turn. At the beginning of each opponent's upkeep, the next time they would draw a card this turn, instead they exile the top card of their library. They may play it this turn.
Land
This land enters tapped. {T}: Add {G}, {W}, or {U}. {2}, Return a tapped creature you control to its owner's hand: Put this card from your hand onto the battlefield. Activate only as a sorcery.
Creature — Lhurgoyf
Kicker {U} and/or {B} (You may pay an additional {U} and/or {B} as you cast this spell.) As this creature enters, mill three cards for each time it was kicked. Urborg Lhurgoyf's power is equal to the number of creature cards in your graveyard and its toughness is equal to that number plus 1.
Sorcery
Kicker {1}{G} (You may pay an additional {1}{G} as you cast this spell.) Return target creature card from your graveyard to your hand. You gain 2 life. If this spell was kicked, return another target permanent card from your graveyard to your hand.
Legendary Land
Each land is a Swamp in addition to its other land types.
Sorcery
Return target creature to its owner's hand. Harmonize {5}{U} (You may cast this card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by {X}, where X is its power. Then exile this spell.)
Legendary Creature — Spirit Dragon
Flying, protection from white and from black When Ureni enters, it deals X damage divided as you choose among any number of target creatures and/or planeswalkers your opponents control, where X is the number of lands you control.
Instant
As an additional cost to cast this spell, collect evidence X, where X is the total mana value of the permanents this spell targets. Destroy up to one target artifact, up to one target creature, up to one target enchantment, and up to one target planeswalker.
Legendary Creature — Elder Giant
When Uro enters, sacrifice it unless it escaped. Whenever Uro enters or attacks, you gain 3 life and draw a card, then you may put a land card from your hand onto the battlefield. Escape—{G}{G}{U}{U}, Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
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 — Scry 4, then you may reveal the top card of your library. If a planeswalker card is revealed this way, put it into your hand. II — You may put a planeswalker card with mana value 6 or less from your hand onto the battlefield. III — You may activate the loyalty abilities of planeswalkers you control twice this turn rather than only once.
Land — Urza's Cave
{T}: Add {C}. {3}, {T}, Sacrifice this land: Search your library for a land card, put it onto the battlefield tapped, then shuffle.
Artifact
As this artifact enters, choose a creature type. Creature spells of the chosen type cost {2} less to cast.
Land — Urza's Mine
{T}: Add {C}. If you control an Urza's Power-Plant and an Urza's Tower, add {C}{C} instead.
Land — Urza's Power-Plant
{T}: Add {C}. If you control an Urza's Mine and an Urza's Tower, add {C}{C} instead.
Legendary Sorcery
(You may cast a legendary sorcery only if you control a legendary creature or planeswalker.) Exile all nonland permanents that aren't legendary.
Enchantment Land — Urza's Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — This Saga gains "{T}: Add {C}." II — This Saga gains "{2}, {T}: Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'" III — Search your library for an artifact card with mana cost {0} or {1}, put it onto the battlefield, then shuffle.
Land — Urza's Tower
{T}: Add {C}. If you control an Urza's Mine and an Urza's Power-Plant, add {C}{C}{C} instead.
Legendary Creature — Human Artificer
When Urza enters, create a 0/0 colorless Construct artifact creature token with "This token gets +1/+1 for each artifact you control." Tap an untapped artifact you control: Add {U}. {5}: Shuffle your library, then exile the top card. Until end of turn, you may play that card without paying its mana cost.
Creature — Spirit Warrior
Boast — {1}{W}: Create a 1/1 white Human Warrior creature token. (Activate only if this creature attacked this turn and only once each turn.)
Land — Planet
This land enters tapped. {T}: Add {U}. Station (Tap another creature you control: Put charge counters equal to its power on this Planet. Station only as a sorcery.) 12+ | {U}, {T}: Add {U} for each artifact you control.
Enchantment — Aura
Enchant Forest As this Aura enters, choose a color. Whenever enchanted Forest is tapped for mana, its controller adds an additional one mana of the chosen color.
Enchantment — Aura
Flash Enchant creature Enchanted creature loses all abilities and has base power and toughness 1/1. {2}{C}: Exile enchanted creature.
Instant
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) Choose any number of target creatures with equal toughness. Destroy the chosen creatures.
Legendary Creature — Human Scout
Whenever one or more Scouts, Pirates, and/or Rogues you control deal combat damage to a player, exile the top card of that player's library. You may cast it. If you don't, create a Treasure token. Whenever you cast a spell you don't own, put a +1/+1 counter on each Scout, Pirate, and Rogue you control.
Enchantment Land
Hexproof This land enters tapped. As it enters, choose a color. {T}: Add one mana of the chosen color.