Inventory last scanned: 4/27/2026, 2:18:51 AM
Enchantment
As this enchantment enters, choose a creature type. Creatures you control are the chosen type in addition to their other types. The same is true for creature spells you control and creature cards you own that aren't on the battlefield.
Instant
Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep. You draw a card at the beginning of the next turn's upkeep.
Artifact — Book
{3}, {T}: Draw a card.
Instant
Look at the top four cards of your library. You may reveal an instant or sorcery card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. Flashback {3}{U}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Creature — Elf Wizard
Search the Room — {5}{U}: Roll a d20. 1—9 | Draw a card. 10—20 | Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
Land
{T}: Add {C}. {1}, {T}: Until end of turn, creatures your opponents control lose hexproof and shroud and can't have hexproof or shroud.
Enchantment
Instant and sorcery spells cost {2} less to cast.
Instant
Target creature gets -4/-0 until end of turn. Learn. (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.)
Artifact Creature — Bird
Flying When this creature enters, look at the top four cards of your library. You may reveal an artifact or enchantment card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Instant
Choose target creature. Whenever that creature is dealt damage this turn, it deals that much damage to each other creature and each player.
Artifact Creature — Soldier
{T}, Remove X +1/+1 counters from this creature: It deals X damage to target attacking or blocking creature. Modular 1 (This creature enters with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
Artifact Creature — Cat
Lifelink Modular 1 (This creature enters with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
Artifact Creature — Assembly-Worker
Modular 2 (This creature enters with two +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
Artifact Creature — Cat Soldier
First strike When this creature enters, put a +1/+1 counter on each other artifact creature you control. Modular 2 (This creature enters with two +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
Artifact Creature — Cat
Modular 4 (This creature enters with four +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.) Riot (This creature enters with your choice of an additional +1/+1 counter or haste.)
Artifact Creature — Insect
Flying Modular 1 (This creature enters with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
Artifact Creature — Dog
Menace Modular 2 (This creature enters with two +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.) Whenever you cast a spell other than your first spell each turn, put a +1/+1 counter on this creature.
Artifact Creature — Dragon
Flying {R}: This creature gets +1/+0 until end of turn. Modular 2 (This creature enters with two +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
Artifact Creature — Construct
Modular 1 (This creature enters with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
Land
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) {T}: Add {C}. {5}, {T}: Draw a card. Activate only if you have the city's blessing.
Creature — Human Wizard
When this creature enters, return target instant or sorcery card from your graveyard to your hand.
Creature — Angel
Flying Lifelink (Damage dealt by this creature also causes you to gain that much life.) Whenever you gain life, put a +1/+1 counter on each creature you control.
Creature — Angel
Flying As long as this creature is untapped, creatures can't attack you or planeswalkers you control unless their controller pays {1} for each of those creatures. As long as this creature is attacking, creatures can't block unless their controller pays {1} for each of those creatures.
Creature — Angel
Kicker {B} and/or {R} (You may pay an additional {B} and/or {R} as you cast this spell.) Flying, lifelink When this creature enters, if it was kicked, it deals 2 damage to any target. When this creature enters, if it was kicked twice, it deals 2 damage to any target.
Instant
Choose one — • Search your library for a creature or land card and reveal it. Put it onto the battlefield tapped if it's a land card. Otherwise, put it into your hand. Then shuffle. • Put a +1/+1 counter on target creature you control. It deals damage equal to its power to target creature you don't control. • Exile target artifact or enchantment.
Legendary Creature — Turtle Shaman
As long as Archelos is tapped, other permanents enter tapped. As long as Archelos is untapped, other permanents enter untapped.
Enchantment Creature — Human Warrior
Creatures you control have trample. Creatures your opponents control lose trample and can't have or gain trample.
Enchantment Creature — Human Soldier
Creatures you control have first strike. Creatures your opponents control lose first strike and can't have or gain first strike.
Enchantment Creature — Boar
Creatures you control have hexproof. Creatures your opponents control lose hexproof and can't have or gain hexproof.
Creature — Demon
Flying At the beginning of each opponent's end step, that player chooses up to two creatures they control, then sacrifices the rest.
Creature — Demon
Flying Whenever you cycle or discard another card, put a -1/-1 counter on each creature your opponents control. Cycling {2} ({2}, Discard this card: Draw a card.)
Creature — Demon
Flying When this creature enters, creatures your opponents control get -2/-2 until end of turn. Unearth {3}{B}{B} ({3}{B}{B}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Creature — Human Cleric
Lifelink (Damage dealt by this creature also causes you to gain that much life.) When this creature enters, if it entered from your graveyard or you cast it from your graveyard, exile it. If you do, create a 5/5 black Demon creature token with flying.
Creature — Zombie Cleric
Whenever this creature or another Zombie you control dies, look at the top card of your library. If it's a Zombie card, you may reveal it and put it into your hand. If you don't put the card into your hand, you may put it into your graveyard.
Creature — Human Wizard
Magecraft — Whenever you cast or copy an instant or sorcery spell, draw a card.
Creature — Giant Wizard
Instant and sorcery spells you cast cost {1} less to cast. Whenever you cast an instant or sorcery spell, draw a card.
Instant
Choose one — • Counter target spell. • Target player draws two cards. • Gain control of target nonland permanent with mana value 1 or less.
Creature — Archon
Flying Protection from white (This creature can't be blocked, targeted, dealt damage, enchanted, or equipped by anything white.) Creatures can't attack you or planeswalkers you control unless their controller pays {1} for each of those creatures.
Creature — Archon
Flying Whenever this creature enters or attacks, target opponent sacrifices a creature or planeswalker of their choice, discards a card, and loses 3 life. You draw a card and gain 3 life.
Creature — Archon
Flying, vigilance, trample As this creature enters, choose artifact, enchantment, instant, sorcery, or planeswalker. Players can't cast spells of the chosen type.
Creature — Archon
Flying Other creatures you control that are enchanted by Auras you control have base power and toughness 4/4 and have flying.
Land
This land enters tapped. When this land enters, sacrifice it unless you pay {1}. {T}: Add one mana of any color.
Snow Artifact
({S} can be paid with one mana from a snow source.) When this artifact enters, draw a card. {1}, {T}: Add one mana of any color.
Creature — Human Cleric Archer
Reach, lifelink Outlast {G/W} ({G/W}, {T}: Put a +1/+1 counter on this creature. Outlast only as a sorcery.) Each other creature you control without a +1/+1 counter on it has outlast {G/W}.
Creature — Human Shaman
When this creature enters, return target instant or sorcery card from your graveyard to your hand.
Artifact Creature — Phyrexian Masticore
First strike, protection from multicolored At the beginning of your upkeep, sacrifice this creature unless you discard a card. When you discard a card this way, destroy target nonland permanent an opponent controls with mana value less than or equal to the mana value of the discarded card.
Legendary Creature — Sphinx Wizard
Flying Whenever you cast a spell, put the cards in your hand on the bottom of your library in any order, then draw that many cards.
Artifact
Whenever one or more cards leave your graveyard, this artifact deals 1 damage to each opponent and you gain 1 life. {T}: Mill a card. You may play that card this turn.
Legendary Planeswalker — Arlinn
Each creature you control that's a Wolf or a Werewolf enters with an additional +1/+1 counter on it. −2: Create a 2/2 green Wolf creature token.
Sorcery
Until end of turn, target creature gets +3/+3, up to one other target creature gets +2/+2, and up to one other target creature gets +1/+1. Those creatures gain vigilance until end of turn.
Legendary Creature — Shark Horror Mutant
Flash When Armaggon enters, destroy up to three target creatures.