Inventory last scanned: 4/28/2026, 6:05:37 PM
Sorcery
Look at the top seven cards of your library. Put two of them into your hand and the rest on the bottom of your library in a random order.
Creature — Eldrazi
Devoid (This card has no color.) {3}{C}, Exile a creature card from your graveyard: Target opponent loses life equal to the exiled card's power. ({C} represents colorless mana.)
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.)
Land
{T}: Add {C}. {4}: This land becomes a 4/2 Golem artifact creature until end of turn. It's still a land.
Creature — Zombie Jackal
This creature enters tapped. {2}{B}: Return this card from your graveyard to the battlefield. Activate only as a sorcery and only if you have one or fewer cards in hand.
Sorcery
Destroy target creature or planeswalker.
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.
Instant
Target creature has base power and toughness 5/5 until end of turn. The Ring tempts you.
Creature — Zombie Wizard
Trample Whenever this creature attacks, you may cast target instant or sorcery card with mana value less than or equal to this creature's power from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead.
Creature — Zombie Warrior
Haste Whenever this creature deals combat damage to a player or planeswalker, put a +1/+1 counter on this creature. When this creature dies, it deals damage equal to its power to any target.
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.
Artifact — Vehicle
Menace {1}, Sacrifice another artifact or creature: Put a +1/+1 counter on this Vehicle. Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
Creature — Wurm Horror
Landfall — Whenever a land you control enters, this creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Sorcery
Draw three cards, then put two cards from your hand both on top of your library or both on the bottom of your library.
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.)
Instant
Counter target spell. Its controller draws a card. Draw a card.
Creature — Dragon
Flying Whenever this creature deals combat damage to a player, exile that many cards from the top of your library. Until end of turn, you may cast spells from among those exiled cards.
Creature — Sphinx
Flying, lifelink Whenever you draw a card, this creature gets +1/+0 until end of turn. Whenever this creature attacks, draw a card. Discard a card: This creature gains hexproof until end of turn. Tap it.
Instant
Target player mills three cards. Flashback {1}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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 — Human Spellshaper
{2}{U}, {T}, Discard a card, Sacrifice a land: Search your library for up to two basic land cards, put them onto the battlefield, then shuffle.
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.
Enchantment Creature — Minotaur Shaman
At the beginning of your end step, you may pay {2}{R} and sacrifice a nonland permanent. If you do, reveal cards from the top of your library until you reveal a nonland permanent card. Put that card onto the battlefield and the rest on the bottom of your library in a random order.
Artifact
{T}: Add {C}{C}{C}. {3}, {T}, Sacrifice this artifact: Draw three cards.
Creature — Elemental Bird
Mutate {3}{U} (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.) Flying Whenever this creature mutates, draw a card.
Sorcery
Each opponent chooses a creature card in their graveyard. Put those cards onto the battlefield under your control.
Creature — Elf Druid
When this creature enters, create two 1/1 green Squirrel creature tokens. {3}{B}: Squirrels you control get +1/+0 and gain menace until end of turn.
Creature — Elf Spider
Reach Whenever this creature deals combat damage to a player, create a 2/1 black Spider creature token with menace and reach.
Land
This land enters tapped. {T}: Add {W}. Cycling {2} ({2}, Discard this card: Draw a card.)
Artifact Creature — Mole
{2}, {T}: Put a +1/+1 counter on this creature and a +1/+1 counter on up to one target commander creature you control.
Sorcery // Sorcery
Legendary Creature — Elf Ranger
Double strike When Drizzt enters, create Guenhwyvar, a legendary 4/1 green Cat creature token with trample. Whenever a creature dies, if it had power greater than Drizzt's power, put a number of +1/+1 counters on Drizzt equal to the difference.
Creature — Spirit Soldier
Flying Other Spirit creatures you control get +1/+1 and have hexproof. (They can't be the targets of spells or abilities your opponents control.)
Creature — Spirit Knight
Flying Whenever another Spirit you control enters, you gain 2 life. {3}{W}: Create a 1/1 white Spirit creature token with flying.
Instant
Choose two — • Prevent all damage target instant or sorcery spell would deal this turn. • Target player sacrifices an enchantment of their choice. • Put a +1/+1 counter on target creature. • Target creature you control fights target creature you don't control.
Legendary Creature — Dragon
Flying Whenever a Dragon you control attacks, bolster 2. (Choose a creature with the least toughness among creatures you control and put two +1/+1 counters on it.)
Artifact
{1}, Sacrifice this artifact: Draw a card. {2}{B}, Sacrifice this artifact: Return target creature card from your graveyard to your hand. Draw a card. Activate only as a sorcery.
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}
Creature — Bear Mount
Whenever this creature attacks while saddled, creatures you control gain trample until end of turn. Saddle 1 (Tap any number of other creatures you control with total power 1 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.)
Sorcery
All creatures get -2/-2 until end of turn. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Enchantment
Whenever you cast a blue spell, target player mills two cards.
Creature — Eldrazi
Devoid (This card has no color.) When this creature enters, create two 1/1 colorless Eldrazi Scion creature tokens. They have "Sacrifice this token: Add {C}." Sacrifice an Eldrazi Scion: Tap target creature.
Creature — Zombie Horror
When this creature enters, target player mills three cards. (They put the top three cards of their library into their graveyard.) {2}{U}: This creature can't be blocked this turn.
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.)
Land
{T}: Add {C}. {3}: Return this card from your graveyard to the battlefield tapped.
Creature — Dinosaur
Defender (This creature can't attack.) As long as you control a creature with power 4 or greater, this creature can attack as though it didn't have defender.
Creature — Elf Druid
{T}: Add {R}, {G}, or {W}.
Creature — Dwarf Druid
When this creature enters, search your library for up to two basic land cards and reveal them, then roll a d20. 9 or less | Put those cards into your hand, then shuffle. 10—19 | Put one of those cards onto the battlefield tapped and the other into your hand, then shuffle. 20+ | Put those cards onto the battlefield tapped, then shuffle.