Inventory last scanned: 4/28/2026, 6:11:15 PM
Instant
Untap all nonland permanents you control.
Legendary Creature — Vampire Angel
Flying, vigilance Activated abilities of creatures your opponents control can't be activated. Drana and Linvala has all activated abilities of all creatures your opponents control. You may spend mana as though it were mana of any color to activate those abilities.
Creature — Vampire Cleric Ally
Flying At the beginning of your upkeep, each opponent loses 1 life and you gain 1 life.
Legendary Creature — Vampire Ally
Flying, first strike Whenever Drana deals combat damage to a player, put a +1/+1 counter on each attacking creature you control.
Legendary Creature — Vampire Cleric
Flying Whenever Drana attacks, defending player chooses a nonlegendary creature card in your graveyard. You return that card to the battlefield with an additional +1/+1 counter on it. The creature is a Vampire in addition to its other types.
Creature — Human Wizard
Your opponents can't cast spells from anywhere other than their hands.
Land
{T}: Add {C}. {2}, {T}: Put two +1/+1 counters on target non-Human creature that entered this turn.
Sorcery
Cleave {2}{B} (You may cast this spell for its cleave cost. If you do, remove the words in square brackets.) Target player reveals their hand. You choose a nonland card from it [with mana value 2 or less]. That player discards that card.
Creature — Nightmare
Whenever a Swamp you control enters, choose one — • You draw a card and you lose 1 life. • This creature deals 2 damage to any target and you gain 2 life.
Sorcery
Return target creature card from your graveyard to the battlefield. Flashback—Sacrifice three creatures. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Artifact Creature — Scarecrow
When this creature enters, put a -1/-1 counter on target creature. Whenever a creature with a -1/-1 counter on it dies, you may put a land card from your hand or graveyard onto the battlefield tapped.
Creature — Demon
Flying At the beginning of your end step, sacrifice a non-Demon creature. If you do, create a token that's a copy of this creature.
Enchantment
At the beginning of your upkeep, you lose 1 life and amass Zombies 1. (Put a +1/+1 counter on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.) Whenever a Zombie token you control with power 6 or greater attacks, it gains lifelink until end of turn.
Creature — Crab Horror
Ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.) {3}{U}{U}: This creature can't be blocked this turn. Activate only if you own a card in exile.
Instant
Until end of turn, target attacking creature gets +2/+2 and gains trample and "Whenever this creature deals combat damage to a player, destroy target artifact that player controls."
Creature — Nightmare Bird
Flying Whenever this creature enters or attacks, draw a card, then discard a card. Threshold — This creature gets +1/+1 and has deathtouch as long as there are seven or more cards in your graveyard.
Creature — Beaver Nightmare
Flying When this creature enters, each opponent loses 1 life and you gain 1 life. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Creature — Demon Cleric
Each nonland card in your hand without foretell has foretell. Its foretell cost is equal to its mana cost reduced by {2}. (During your turn, you may pay {2} and exile it from your hand face down. Cast it on a later turn for its foretell cost.) Whenever you foretell a card, this creature gets +2/+0 until end of turn.
Creature — Nightmare Sphinx
Flash Flying When this creature enters, surveil 4. When you do, you may return target nonland permanent an opponent controls to its owner's hand. (To surveil 4, look at the top four cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Sorcery
Each opponent exiles cards from the top of their library until they have exiled cards with total mana value 5 or greater this way. Until end of turn, you may cast cards exiled this way without paying their mana costs.
Creature — Faerie Rogue
Flying When this creature enters, you may blight 1. If you do, each opponent discards a card. (To blight 1, put a -1/-1 counter on a creature you control.)
Creature — Frog Wizard
Reach When this creature enters, tap up to one target creature and put three stun counters on it. If you control that creature, draw two cards.
Creature — Vampire
Lifelink {1}{B}: Adapt 1. (If this creature has no +1/+1 counters on it, put a +1/+1 counter on it.) Whenever one or more +1/+1 counters are put on this creature, it gains menace until end of turn.
Land
This land enters tapped unless you control two or more other lands. {T}: Add {G} or {U}.
Instant
Surveil 1, then draw a card. (To surveil 1, look at the top card of your library. You may put it into your graveyard.) Flashback {3}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Creature — Spirit
Flying At the beginning of combat on your turn, choose up to one — • Tap target creature. • Target creature doesn't untap during its controller's next untap step.
Creature — Whale
Vanishing 2 (This creature enters with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) Whenever a player casts their second spell each turn, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Enchantment
Whenever one or more artifact and/or creature cards leave your graveyard, you gain 1 life. When this enchantment enters, mill four cards. You may put an artifact, creature, or land card from among the milled cards into your hand. (To mill four cards, put the top four cards of your library into your graveyard.)
Enchantment
Flash When this enchantment enters, draw a card. Creatures lose all abilities. At the beginning of the end step, sacrifice this enchantment.
Creature — Spirit
Defender (This creature can't attack.) Flying Transmute {1}{U}{U} ({1}{U}{U}, Discard this card: Search your library for a card with the same mana value as this card, reveal it, put it into your hand, then shuffle. Transmute only as a sorcery.)
Instant
Choose one — • Put five charge counters on target Spacecraft or Planet you control. • Destroy target artifact.
Legendary Creature — Phyrexian Horror
If a creature dying causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time. {B/P}{B/P}, Exile three creature cards from your graveyard: Put an indestructible counter on Drivnod. ({B/P} can be paid with either {B} or 2 life.)
Creature — Goblin Warrior
Other Goblins you control get +1/+1. {R}: Until end of turn, another target Goblin you control gains flying and "When this creature deals combat damage, sacrifice it."
Artifact — Equipment
Living weapon (When this Equipment enters, create a 0/0 black Phyrexian Germ creature token, then attach this to it.) Equipped creature gets +1/+1. Whenever equipped creature attacks, each opponent loses 1 life. Equip {2}
Artifact Land
This land enters tapped. Indestructible {T}: Add {B} or {R}.
Instant
Choose one. If you control a commander as you cast this spell, you may choose both instead. • Target player draws X cards. • Target player mills twice X cards.
Instant
Choose one — • Counter target spell with mana value less than or equal to the number of cards in its controller's graveyard. • Destroy target creature with mana value less than or equal to the number of cards in its controller's graveyard.
Land
This land enters tapped unless you control an Island or a Swamp. {T}: Add {U} or {B}.
Creature — Eldrazi Trilobite
Vigilance When you cast or cycle Drownyard Lurker, create a 0/1 colorless Eldrazi Spawn creature token with "Sacrifice this token: Add {C}." Cycling {2}{U} ({2}{U}, Discard this card: Draw a card.)
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) Landfall — Whenever a land you control enters, you gain 1 life. {2}{G}: Level 2 You may play an additional land on each of your turns. {4}{G}: Level 3 When this Class becomes level 3, target land you control becomes a creature with haste and "This creature's power and toughness are each equal to the number of lands you control." It's still a land.
Creature — Human Druid
When this creature enters, starting with you, each player may choose an artifact or enchantment you don't control. Destroy each permanent chosen this way.
Creature — Spirit
Flying Untap all creatures you control during each other player's untap step.
Land Creature — Forest Dryad
(This land isn't a spell, it's affected by summoning sickness, and it has "{T}: Add {G}.")
Enchantment Creature — Nymph Dryad
You may play an additional land on each of your turns. Lands you control are every basic land type in addition to their other types.
Artifact — Equipment
Flash When this Equipment enters, attach it to target creature you control. Equipped creature gets +2/+0. Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.)
Creature — Human Advisor
Flying, vigilance Duelist of the Mind's power is equal to the number of cards you've drawn this turn. Whenever you commit a crime, you may draw a card. If you do, discard a card. This ability triggers only once each turn.
Enchantment
Whenever one or more creatures attack, you may have target attacking creature gain double strike until end of turn.