Inventory last scanned: 4/29/2026, 6:05:19 PM
Creature — Horror
Transfigure {1}{B}{B} ({1}{B}{B}, Sacrifice this creature: Search your library for a creature card with the same mana value as this creature, put that card onto the battlefield, then shuffle. Transfigure only as a sorcery.)
Creature — Human Warrior Ally
Vigilance Waterbend {3}: This creature has base power and toughness 5/2 until end of turn. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for {1}.)
Instant
Flick a Coin deals 1 damage to any target. You create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.") Draw a card.
Instant
Exile target creature or enchantment, then return it to the battlefield under its owner's control.
Creature — Elemental
Flying When this creature enters, exile another target permanent. Return that card to the battlefield under its owner's control at the beginning of the next end step.
Instant
As an additional cost to cast this spell, sacrifice a creature. Fling deals damage equal to the sacrificed creature's power to any target.
Instant
Counter target spell unless its controller pays {4}. Create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)
Creature — Zubera Spirit
When this creature dies, draw a card for each Zubera that died this turn.
Creature — Shapeshifter
Changeling (This card is every creature type.) Flash Flying When this creature enters, return up to one other target creature you control to its owner's hand.
Land
This land enters tapped. {T}, Sacrifice this land: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.
Sorcery
Return target instant or sorcery card from your graveyard to your hand. Exile Flood of Recollection.
Land
{T}: Add {W}. {T}: Add {U}. Activate only if you control a Plains or an Island.
Creature — Elemental Dog
{3}, {T}: Investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Legendary Creature — Ape Goat
When Flopsie enters, put a +1/+1 counter on each creature you control. Each creature you control with power 4 or greater can't be blocked by more than one creature.
Legendary Creature — Vampire Noble
First strike At the beginning of each of your postcombat main phases, look at the top X cards of your library, where X is the total amount of life your opponents lost this turn. Exile one of those cards and put the rest on the bottom of your library in a random order. You may play the exiled card this turn.
Creature — Plant Wall
Defender When this creature enters, look at the top six cards of your library. You may reveal a land card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Creature — Plant Elemental
This creature gets +1/+1 for each Forest you control. Disguise {4}{G} When this creature is turned face up, search your library for up to two Forest cards and reveal them. Put one of them onto the battlefield tapped and the other into your hand, then shuffle.
Creature — Wolf Spirit
When this creature enters, you gain life equal to the greatest toughness among other creatures you control.
Sorcery // Sorcery
Instant
Target creature gets -X/-X until end of turn, where X is 7 minus the number of cards in that creature's controller's hand.
Sorcery
Each player discards any number of cards, then draws that many cards. Draw a card.
Creature — Human Wizard
Whenever you cast a noncreature spell, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Enchantment — Aura
Enchant creature Enchanted creature has flying and "Whenever this creature deals combat damage to a player, venture into the dungeon." (Enter the first room or advance to the next room.)
Creature — Whale Fish
Flying (This creature can't be blocked except by creatures with flying or reach.)
Creature — Dragon
Flying When this creature enters, you may have it fight target creature you don't control. Whenever a creature you control fights, put two +1/+1 counters on it at the beginning of the next end step.
Instant
Prevent all combat damage that would be dealt this turn.
Creature — Wall
Defender (This creature can't attack.) Flying Prevent all combat damage that would be dealt to and dealt by this creature.
Instant
You gain 1 life for each creature on the battlefield. Prevent all combat damage that would be dealt this turn by creatures with power 3 or less.
Land
This land enters tapped. {T}: Add {B} or {G}. {4}, {T}, Sacrifice this land: Draw a card.
Creature — Human Ranger Ally
As long as you've drawn two or more cards this turn, this creature has lifelink and menace. (It can't be blocked except by two or more creatures.)
Creature — Human Druid Ally
Lifelink Whenever you draw your second card each turn, create a 1/1 colorless Spirit creature token with "This token can't block or be blocked by non-Spirit creatures."
Creature — Human Plant Ally
This creature can't be blocked by creatures with power 2 or less. Waterbend {5}: Put a +1/+1 counter on this creature. Activate only during your turn. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for {1}.)
Artifact — Book
Players have no maximum hand size. {X}{X}, {T}: Each player draws X cards. {2}{U}, {T}: Each opponent mills cards equal to the number of cards in their hand.
Legendary Enchantment — Background
Commander creatures you own have "Whenever you cast a spell that shares a creature type with this creature, draw a card. This ability triggers only once each turn."
Sorcery
Infusion — Look at the top four cards of your library. You may reveal a creature or land card from among them and put it into your hand. If you gained life this turn, you may instead reveal two creature and/or land cards from among them and put them into your hand. Put the rest on the bottom of your library in a random order.
Land
{T}: Add {C}. {3}, {T}, Discard a card: Look at the top X cards of your library, where X is the number of artifacts you control. Put one of those cards into your hand and the rest on the bottom of your library in a random order.
Enchantment
{1}{G}, Sacrifice this enchantment: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Artifact
At the beginning of each player's draw step, that player draws two additional cards.
Land
This land enters tapped. When this land enters, you gain 1 life. {T}: Add {W} or {B}.
Creature — Human Ninja Warlock
Lifelink Disappear — When this creature enters, if a permanent left the battlefield under your control this turn, create a 1/1 black Ninja creature token.
Enchantment — Aura
Enchant land Enchanted land has "{T}: Target creature gains trample and haste until end of turn." Cycling {1} ({1}, Discard this card: Draw a card.)
Sorcery — Arcane
Return target creature card from your graveyard to the battlefield. Sacrifice that creature at the beginning of the next end step.
Instant
Target creature gets +2/+2 until end of turn. If you control four or more creatures, that creature gets +4/+4 until end of turn instead.
Sorcery
Amass Orcs 2. When you do, Foray of Orcs deals X damage to target creature an opponent controls, where X is the amassed Army's power. (To amass Orcs 2, put two +1/+1 counters on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)
Instant
Look at the top four cards of your library. Put one of them into your hand and the rest into your graveyard. Flashback {6}{B} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Create a 1/1 red Dinosaur creature token with haste and a 1/1 white Human Soldier creature token.
Instant
If it's not your turn, you may exile a black card from your hand rather than pay this spell's mana cost. Destroy all creatures that entered this turn.
Instant
If it's not your turn, you may exile a green card from your hand rather than pay this spell's mana cost. Destroy up to two target artifacts and/or enchantments.
Enchantment
If it's not your turn, you may exile a white card from your hand rather than pay this spell's mana cost. Flash Creatures you control get +1/+1.
Enchantment — Aura
Enchant creature At the beginning of your upkeep, put a +1/+1 counter on enchanted creature.
Instant
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.) Counter target spell.
Artifact — Equipment
Equipped creature gets +3/+0 and has vigilance and trample. Whenever equipped creature dies, attach this Equipment to target creature you control. Equip {3}