Inventory last scanned: 4/30/2026, 6:10:37 PM
Instant
Target creature you control deals damage equal to its power to target creature you don't control. Each opponent gets a poison counter.
Instant
Destroy target creature. You lose 2 life.
Creature — Demon
Flying, trample Skip your draw step. Whenever you play a land or cast a spell, you draw a card and you lose 1 life.
Creature — Human Cleric
When this creature dies, if it wasn't a Demon, return it to the battlefield under its owner's control with two +1/+1 counters on it. It's a Demon in addition to its other types.
Legendary Creature — Dragon
This spell can't be countered. Flying, haste {R}: Inferno of the Star Mounts gets +1/+0 until end of turn. When its power becomes 20 this way, it deals 20 damage to any target.
Creature — Elf Warlock
When this creature dies, create a 1/1 black and green Insect creature token with flying.
Legendary Artifact — Spacecraft
When Infinite Guideline Station enters, create a tapped 2/2 colorless Robot artifact creature token for each multicolored permanent you control. Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 12+.) 12+ | Flying Whenever Infinite Guideline Station attacks, draw a card for each multicolored permanent you control.
Legendary Creature — Human God
Creatures you control have vigilance and "{T}: Add one mana of any color. Spend this mana only to cast a creature spell." Whenever you cast a creature spell, if three or more mana from creatures was spent to cast it, draw a card.
Creature — Human Artificer
Whenever one or more artifacts you control enter, this creature deals that much damage to each opponent.
Creature — Vedalken Ninja
Ninjutsu {U}{B} ({U}{B}, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.) Whenever a Ninja you control deals combat damage to a player, draw a card.
Creature — Human Wizard
Skulk (This creature can't be blocked by creatures with greater power.) This creature enters with X +1/+1 counters on it. At the beginning of your upkeep, if this creature has one or more +1/+1 counters on it, you may remove a +1/+1 counter from it. If you do, draw a card.
Creature — Human Artificer
When this creature enters, look at the top four cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. Whenever one or more artifacts you control enter, put a +1/+1 counter on this creature. This ability triggers only once each turn.
Land
{T}: Add {C}. {1}: This land becomes a 1/1 Phyrexian Blinkmoth artifact creature with flying and infect until end of turn. It's still a land. (It deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
Instant
Prevent all combat damage that would be dealt to you this turn. For each 1 damage prevented this way, create a 2/1 white and black Inkling creature token with flying.
Enchantment — Class
(Gain the next level as a sorcery to add its ability.) At the beginning of combat on your turn, put a +1/+1 counter on target creature you control. {G}: Level 2 Permanents you control with counters on them have ward {1}. {3}{G}: Level 3 If you would put one or more counters on a permanent or player, put twice that many of each of those kinds of counters on that permanent or player instead.
Instant
Target creature gets +3/+2 until end of turn. Scry 1.
Sorcery
Target player reveals their hand. You choose a nonland card from it with mana value 3 or less. That player discards that card.
Enchantment Creature — Fox Glimmer
Enchantment spells you cast cost {1} less to cast. Unlock costs you pay cost {1} less.
Sorcery
Spree (Choose one or more additional costs.) + {2} — Search your library for a card, then shuffle and put that card on top. + {B}{B} — Target player draws three cards and loses 3 life.
Creature — Insect Horror
Menace (This creature can't be blocked except by two or more creatures.) Void — At the beginning of your end step, if a nonland permanent left the battlefield this turn or a spell was warped this turn, put a +1/+1 counter on this creature.
Artifact
{1}, {T}, Sacrifice this artifact: Reveal the top five cards of your library. Put a land card from among them into your hand and the rest on the bottom of your library in a random order. If you didn't put a card into your hand this way, draw a card.
Instant
Kicker {2}{G} Choose one. If this spell was kicked, choose any number instead. • Put two +1/+1 counters on target creature. • Target player gains X life, where X is the greatest power among creatures they control. • Target creature you control fights target creature you don't control.
Creature — Fungus
{2}, Sacrifice this creature: Choose one — • Destroy target artifact. • Destroy target enchantment. • Draw a card. Then you may put a land card from your hand onto the battlefield tapped.
Enchantment
Creature tokens you control have "{T}: Add one mana of any color." Whenever one or more creature cards leave your graveyard, create a 0/1 green Plant creature token, then put a +1/+1 counter on each Plant you control.
Land — Town
This land enters tapped. {T}: Add {W} or {B}.
Sorcery
Mill three cards, then return an instant or sorcery card from your graveyard to your hand. Flashback {5}{U}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Cleave {3}{U}{U} (You may cast this spell for its cleave cost. If you do, remove the words in square brackets.) Draw three cards. [Your maximum hand size is reduced by three for the rest of the game.]
Creature — Human Artificer
When this creature enters, choose one — • You get {E}{E}{E} (three energy counters). • Put a +1/+1 counter on target creature. • Create a 1/1 colorless Servo artifact creature token.
Instant
Draw a card for each creature you control with a +1/+1 counter on it. Those creatures gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
Creature — Angel Cleric
Flying When this creature enters, you gain 1 life and draw a card.
Creature — Human Knight
During your turn, this creature has first strike. (It deals combat damage before creatures without first strike.) During your turn, creatures you control with +1/+1 counters on them have first strike.
Artifact
Nonartifact spells you cast have improvise. (Your artifacts can help cast those spells. Each artifact you tap after you're done activating mana abilities pays for {1}.)
Land
This land enters tapped unless you control two or fewer other lands. {T}: Add {R} or {W}.
Artifact — Food
Flash When this artifact enters, draw a card. {2}, {T}, Sacrifice this artifact: You gain 3 life.
Enchantment
Creature tokens you control get +1/+1 and have vigilance.
Creature — Horror
Devour Intellect — When this creature enters, each opponent exiles a card from their hand until this creature leaves the battlefield. Body Thief — You may play lands and cast spells from among cards exiled with this creature. If you cast a spell this way, you may spend mana as though it were mana of any color to cast it.
Legendary Creature — Dog
Menace Assassins you control have menace. Whenever you attack with one or more legendary creatures, you may pay {2}{B}. If you do, return this card from your graveyard to the battlefield tapped and attacking.
Artifact Creature — Robot Pilot
This creature saddles Mounts and crews Vehicles using its toughness rather than its power. Whenever this creature becomes tapped during your turn, untap it. This ability triggers only once each turn.
Legendary Creature — Dragon
Flying Whenever Intet deals combat damage to a player, you may pay {2}{U}. If you do, exile the top card of your library face down. You may look at that card for as long as it remains exiled. You may play that card without paying its mana cost for as long as Intet remains on the battlefield.
Legendary Creature — Human Knight
Whenever you attack, you may discard a card. When you do, put a +1/+1 counter on target attacking creature. It gains trample until end of turn. Whenever you discard one or more cards, exile the top card of your library. You may play that card until your next end step.
Sorcery
Target opponent reveals their hand. You choose an artifact or creature card from it. Exile that card. Cycling {3} ({3}, Discard this card: Draw a card.)
Sorcery
Choose one — • Into the Fire deals 2 damage to each creature, planeswalker, and battle. • Put any number of cards from your hand on the bottom of your library, then draw that many cards plus one.
Instant
Gift a tapped Fish (You may promise an opponent a gift as you cast this spell. If you do, they create a tapped 1/1 blue Fish creature token before its other effects.) Return target creature an opponent controls to its owner's hand. If the gift was promised, instead return target nonland permanent an opponent controls to its owner's hand.
Sorcery
It becomes night. Discard any number of cards, then draw that many cards plus one.
Instant
Kicker {1}{U} (You may pay an additional {1}{U} as you cast this spell.) Return target nonland permanent to its owner's hand. If this spell was kicked, draw a card.
Creature — Human Scout
Lifelink When this creature enters, you may pay {1}{W} any number of times. When you pay this cost one or more times, put that many valor counters on this creature. Creatures you control get +1/+1 for each valor counter on this creature.