Inventory last scanned: 5/2/2026, 6:05:43 PM
Creature — Vampire Knight
Whenever this creature enters or attacks, return up to one target Vampire card from your graveyard to the battlefield with a finality counter on it. You lose life equal to its mana value. (If a creature with a finality counter on it would die, exile it instead.)
Enchantment
Whenever a Goblin you control enters, you may put a quest counter on this enchantment. As long as this enchantment has five or more quest counters on it, creatures you control get +2/+0.
Enchantment
Landfall — Whenever a land you control enters, put a quest counter on this enchantment. {5}{B}, Sacrifice this enchantment: Put target creature card from a graveyard onto the battlefield under your control. This ability costs {1} less to activate for each quest counter on this enchantment. Activate only as a sorcery.
Legendary Creature — Octopus Advisor
Whenever you draw a card, target opponent loses 1 life and you gain 1 life.
Artifact — Equipment
Flash When this Equipment enters, attach it to target creature you control. That creature gains first strike until end of turn. Equipped creature gets +1/+1. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Artifact — Equipment
During your turn, equipped creature gets +2/+0 and has first strike. (It deals combat damage before creatures without first strike.) Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
Instant
The next sorcery spell you cast this turn can be cast as though it had flash. (It can be cast any time you could cast an instant.) Draw a card.
Creature — Human Artificer
Whenever an artifact you control enters, you may discard a card. If you do, draw a card.
Artifact — Equipment
Equipped creature has deathtouch. Whenever equipped creature deals combat damage to a player, that player loses half their life, rounded up. Equip {3}
Legendary Creature — Qu
If one or more tokens would be created under your control, those tokens plus a 1/1 green Frog creature token are created instead. {2}, Sacrifice a Frog: Put a +1/+1 counter on Quina.
Legendary Creature — Elephant Cleric
Spirits you control get +1/+0. Whenever one or more cards leave your graveyard, create a 3/2 red and white Spirit creature token.
Creature — Dryad Warrior
Whenever you cast a creature spell, put a +1/+1 counter on this creature. When this creature dies, distribute X +1/+1 counters among any number of target creatures you control, where X is the number of +1/+1 counters on this creature.
Creature — Elf Ranger
Return a Forest you control to its owner's hand: Untap target creature. Activate only once each turn.
Legendary Creature — Human Wizard
Blue Magic — When Quistis Trepe enters, you may cast target instant or sorcery card from a graveyard, and mana of any type can be spent to cast that spell. If that spell would be put into a graveyard, exile it instead.
Creature — Rabbit Kangaroo
Landfall — Whenever a land you control enters, this creature gains flying until end of turn and you gain 1 life. Plainscycling {2} ({2}, Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.)
Instant
Until end of turn, any number of target creatures you control each get +1/+0 and gain "When this creature dies, draw a card."
Sorcery
Target creature you control deals damage equal to its power to target creature you don't control.
Land
This land enters tapped. {T}: Add {R} or {G}. {2}{R}{G}, {T}, Sacrifice this land: Draw a card.
Creature — Human Warrior
Whenever this creature attacks, target creature defending player controls with power less than this creature's power can't block this turn. Domain — {5}{R}: This creature gets +2/+2 until end of turn. This ability costs {1} less to activate for each basic land type among lands you control. Activate only once each turn.
Legendary Creature — Elf Warrior
Whenever Radha attacks, you may add {R}{R}. {T}: Add {G}.
Enchantment
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) As this enchantment enters, choose a creature type. Creatures you control of the chosen type get +1/+1. As long as you have the city's blessing, they also have vigilance.
Land
When this land enters, you gain 2 life. {T}: Add {C}.
Land — Forest Plains
({T}: Add {G} or {W}.) This land enters tapped.
Creature — Dwarf Cleric
Instant and sorcery spells you control have lifelink. At the beginning of your upkeep, exile an instant or sorcery card at random from your graveyard. You may cast it this turn. If a spell cast this way would be put into your graveyard, exile it instead.
Legendary Creature — Human Wizard
Flash Flying You may cast historic spells as though they had flash. (Artifacts, legendaries, and Sagas are historic.)
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1. You may cast this card from your graveyard by paying {2}{W} rather than paying its mana cost.
Creature — Human Assassin
When this creature enters, it connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.) When this creature dies, target creature an opponent controls gets -X/-X until end of turn, where X is this creature's power.
Legendary Creature — Human Knight
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) Whenever a creature you control attacks alone, it gains double strike until end of turn.
Enchantment
Creatures you control have double strike.
Legendary Creature — Human Boar
Each creature you control with a mana ability gets +2/+2. Whenever a creature you control with a mana ability attacks, untap it. Whenever you cast a spell, if at least seven mana was spent to cast it, untap target creature. It gets +7/+7 and gains trample until end of turn.
Artifact Creature — Toy
{1}, {T}: Target creature with power 2 or less can't be blocked this turn.
Creature — Mouse
The second spell you cast each turn costs {1} less to cast. Celebration — At the beginning of combat on your turn, if two or more nonland permanents entered the battlefield under your control this turn, target creature you control gets +1/+1 until end of turn.
Creature — Goblin Knight
Double strike (This creature deals both first-strike and regular combat damage.)
Creature — Dinosaur
Whenever this creature attacks, it deals 1 damage to any target.
Creature — Dinosaur
Trample When this creature enters, it deals 1 damage to each other creature.
Sorcery // Sorcery
Enchantment
Whenever a creature you control with power 2 or less attacks, this enchantment deals 1 damage to the player or planeswalker that creature is attacking.
Artifact — Vehicle
Whenever this Vehicle attacks, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped. Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)
Creature — Rhino Warrior
Reach, trample Whenever another creature you control enters, put X +1/+1 counters on it, where X is its power. Plot {3}{G} (You may pay {3}{G} and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Instant
Until end of turn, lands you control gain "Sacrifice this land: Add {B}."
Instant
Draw three cards, then discard a card.
Instant
Create two 1/1 white Soldier creature tokens.
Instant
Choose one — • Return target creature card from your graveyard to your hand. • Return two target creature cards that share a creature type from your graveyard to your hand.
Sorcery
Choose a creature type. Return all creatures that aren't of the chosen type to their owners' hands.
Legendary Enchantment — Background
Commander creatures you own have base power and toughness 10/10 and are Giants in addition to their other types.