Inventory last scanned: 4/28/2026, 6:11:15 PM
Land — Town
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.) {T}: Add {C}. {2}, {T}: You may play the exiled card without paying its mana cost if you control four or more legendary creatures.
Legendary Creature — Avatar
Flying Particle Beam — When Cloud of Darkness enters, target creature an opponent controls gets -X/-X until end of turn, where X is the number of permanent cards in your graveyard.
Creature — Faerie
Flying When this creature enters, untap up to two lands. Cycling {2} ({2}, Discard this card: Draw a card.)
Legendary Creature — Human Soldier Mercenary
Haste When Cloud enters, attach up to one target Equipment you control to it. Whenever Cloud attacks, draw a card for each equipped attacking creature you control. Then if Cloud has power 7 or greater, create two Treasure tokens.
Legendary Creature — Human Soldier Mercenary
When Cloud enters, search your library for an Equipment card, reveal it, put it into your hand, then shuffle. As long as Cloud is equipped, if a triggered ability of Cloud or an Equipment attached to it triggers, that ability triggers an additional time.
Legendary Creature — Human Soldier Mercenary
During your turn, as long as Cloud is equipped, it has double strike and indestructible. (This creature deals both first-strike and regular combat damage. Damage and effects that say "destroy" don't destroy this creature.) Equip abilities you activate that target Cloud cost {2} less to activate.
Creature — Moogle
Flying When this creature enters, put a +1/+1 counter on target creature. Plainscycling {2} ({2}, Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.)
Instant
Exile target creature you control, then return that card to the battlefield under your control.
Artifact Creature — Equipment Kirin
Flying Equipped creature has flying and "You can't lose the game and your opponents can't win the game." Reconfigure {5} ({5}: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
Artifact — Vehicle
When this Vehicle enters, roll X six-sided dice. For each odd result, create a 1/1 white Clown Robot artifact creature token. For each even result, put a +1/+1 counter on this Vehicle. Crew 2
Artifact Creature — Construct
Menace, deathtouch When this creature enters, put target creature card with mana value 4 or less from a graveyard onto the battlefield under your control with a finality counter on it. That creature gains menace, deathtouch, and haste. At the beginning of your next end step, exile that creature.
Enchantment
Whenever a creature you control deals combat damage to an opponent, you may draw a card.
Creature — Zombie Horse
As an additional cost to cast this spell, exile a creature card from your graveyard. {3}{U}, Exile this card from your graveyard: Draw a card.
Legendary Artifact Creature — Robot
Commanders you control have ward {2}. {T}: Add {W}{W}. Spend this mana only to cast Aura and/or Equipment spells. {T}: Attach target Aura or Equipment you control to target creature you control. Activate only as a sorcery.
Creature — Cat Beast
{1}{W}, {T}: Tap target nonenchantment creature.
Snow Artifact
This artifact enters tapped. As this artifact enters, choose a color. {T}: Add one mana of the chosen color.
Creature — Beast
Trample When this creature enters, choose one — • Destroy target artifact or enchantment. • Draw a card.
Instant
Look at the top six cards of your library. Put up to two creature cards with mana value 3 or less from among them onto the battlefield. Put the rest on the bottom of your library in any order.
Enchantment
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.) As this enchantment enters, choose a creature type. Double all damage that sources you control of the chosen type would deal.
Instant
Escalate {G} (Pay this cost for each mode chosen beyond the first.) Choose one or more — • Destroy target artifact. • Destroy target enchantment. • Target creature gains hexproof and indestructible until end of turn.
Creature — Ouphe
Activated abilities of artifacts can't be activated.
Artifact
{2}, {T}: Draw a card, then discard a card. Create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
Creature — Dinosaur
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
Creature — Dragon
Flying Whenever this creature enters or attacks, mill three cards. Whenever one or more creature cards are put into your graveyard from your library, put one of them onto the battlefield.
Enchantment
At the beginning of your upkeep, if you control a creature with power 4 or greater, draw a card.
Creature — Wurm
Colossal Rattlewurm has flash as long as you control a Desert. Trample {1}{G}, Exile this card from your graveyard: Search your library for a Desert card, put it onto the battlefield tapped, then shuffle.
Enchantment Creature — Turtle
Flying, ward {2} Channel — {2}{G}, Discard this card: Return target card from your graveyard to your hand. Channel — {1}{U}, Discard this card: Return target creature to its owner's hand.
Artifact — Equipment
Equipped creature gets +10/+10 and loses flying. Equip {8} ({8}: Attach to target creature you control. Equip only as a sorcery.)
Creature — Human Warrior
If this creature hasn't been exerted this turn, you may exert it as it attacks. When you do, untap all other creatures you control and after this phase, there is an additional combat phase. (An exerted creature won't untap during your next untap step.)
Enchantment — Aura
Enchant creature Enchanted creature has "Whenever this creature deals combat damage to a player, draw a card." As long as enchanted creature is legendary, it gets +1/+1 and has ward {1}. (Whenever enchanted creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {1}.)
Sorcery
Target player draws two cards. Put a +1/+1 counter on up to one target creature you control.
Artifact Creature — Construct
First strike When this creature enters, target opponent may have you draw three cards. If the player doesn't, you mill three cards, then this creature deals damage to that player equal to the total mana value of those cards.
Legendary Creature — Human Assassin
Whenever Combustion Man attacks, destroy target permanent unless its controller has Combustion Man deal damage to them equal to his power.
Instant — Lesson
Combustion Technique deals damage equal to 2 plus the number of Lesson cards in your graveyard to target creature. If that creature would die this turn, exile it instead.
Legendary Planeswalker — Comet
0: Roll a six-sided die. 1 or 2 — [+2], then create two 1/1 green Squirrel creature tokens. They gain haste until end of turn. 3 — [−1], then return a card with mana value 2 or less from your graveyard to your hand. 4 or 5 — Comet deals damage equal to the number of loyalty counters on him to a creature or player, then [−2]. 6 — [+1], and you may activate Comet's loyalty ability two more times this turn.
Instant
Prevent all damage that would be dealt to you and planeswalkers you control this turn by sources you don't control. If damage from a creature source is prevented this way, Comeuppance deals that much damage to that creature. If damage from a noncreature source is prevented this way, Comeuppance deals that much damage to the source's controller.
Land
{T}: Add {C}. {T}, Sacrifice this land: Put your commander into your hand from the command zone.
Land
{T}: Add one mana of any color in your commander's color identity.