17777 Main Street Ste. E, Irvine, CA
Cards Tracked
8926
In Stock
8926
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Inventory last scanned: 6/26/2026, 6:08:43 PM
Enchantment
Whenever a creature you control deals combat damage to a player, put a quest counter on this enchantment. Then if it has four or more quest counters on it, draw a card. Waterbend {4}: Target creature can't be blocked this turn. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for {1}.)
Instant — Lesson
As an additional cost to cast this spell, waterbend {X}. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for {1}.) Exile X target creatures you control. Return those cards to the battlefield under their owner's control at the beginning of the next end step.
Sorcery — Lesson
As an additional cost to cast this spell, waterbend {5}. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for {1}.) Return up to two target creatures to their owners' hands. Draw two cards.
Enchantment Creature — Horse Fish
Whenever you cast your first spell during each opponent's turn, draw a card.
Sorcery
Return each creature without a +1/+1 counter on it to its owner's hand.
Creature — Rat
Trample When this creature dies, if it dealt combat damage to a player this turn, return it to the battlefield under its owner's control. Blitz {4}{B} (If you cast this spell for its blitz cost, it gains haste and "When this creature dies, draw a card." Sacrifice it at the beginning of the next end step.)
Artifact
{2}, {T}, Sacrifice this artifact: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Legendary Creature — Human Warrior
Haste {2}{G}, {T}: Target creature you control fights another target creature. This ability costs {2} less to activate if it targets two creatures you control. If a creature you control being dealt damage causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Creature — Beast
Trample, haste Whenever this creature deals combat damage to a player, return a land you control to its owner's hand.
Creature — Dinosaur
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) You may play an additional land on each of your turns. This creature can't attack or block unless you have the city's blessing.
Enchantment
Whenever a nontoken artifact you control enters, create a colorless artifact token named Munitions with "When this token leaves the battlefield, it deals 2 damage to any target."
Artifact
Nonland permanent cards in graveyards and libraries can't enter the battlefield. Players can't cast spells from graveyards or libraries.
Creature — Human Nomad Cleric
{W}, {T}: Search your library for a land card, reveal it, put it into your hand, then shuffle. Activate only if an opponent controls more lands than you.
Legendary Artifact — Vehicle
Flying Whenever Weatherlight deals combat damage to a player, look at the top five cards of your library. You may reveal a historic card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. (Artifacts, legendaries, and Sagas are historic.) Crew 3
Legendary Artifact — Vehicle
Flying As long as Weatherlight Compleated has four or more phyresis counters on it, it's a Phyrexian creature in addition to its other types. Whenever a creature you control dies, put a phyresis counter on Weatherlight Compleated. Then draw a card if it has seven or more phyresis counters on it. If it doesn't, scry 1.
Artifact
Landfall — Whenever a land you control enters, put a charge counter on this artifact. {T}: Add one mana of any color. {T}, Remove two charge counters from this artifact: Add {C}{C}. {T}, Remove three charge counters from this artifact: It deals 3 damage to any target.
Instant
You gain 3 life. Storm (When you cast this spell, copy it for each spell cast before it this turn.)
Enchantment Creature — Snake Druid
Other enchantment creatures you control get +1/+1. {G}, {T}: Copy target activated or triggered ability you control from an enchantment source. You may choose new targets for the copy. (Mana abilities can't be targeted.)
Enchantment
When this enchantment enters, if you cast it, shuffle your hand and graveyard into your library, then draw seven cards. The first spell each player casts during each of their turns may be cast without paying its mana cost.
Creature — Vampire
Flying Whenever one or more other creatures you control with power 2 or less enter, draw a card. This ability triggers only once each turn.
Artifact
Sacrifice this artifact: Regenerate target artifact.
Enchantment
When this enchantment enters, draw two cards. At the beginning of each other player's draw step, that player draws an additional card. At the beginning of your draw step, draw two additional cards.
Artifact
Whenever you gain life, you may pay {X}, where X is less than or equal to the amount of life you gained. If you do, draw X cards.
Creature — Elf
{T}: You gain 1 life for each Elf on the battlefield.
Creature — Elf Fox Knight
Flash When this creature enters, exile up to one other target non-Fox creature until this creature leaves the battlefield. {1}{W}, Sacrifice this creature: You gain 2 life.
Creature — Human Werewolf
Pack tactics — Whenever this creature attacks, if you attacked with creatures with total power 6 or greater this combat, draw a card. {3}{G}: Until end of turn, this creature has base power and toughness 5/3, gains trample, and isn't a Human.
Creature — Vampire
Flying Ward—Discard a card. (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player discards a card.) Whenever this creature deals combat damage to a player, put that many +1/+1 counters on it.
Creature — Human Horror
Skulk (This creature can't be blocked by creatures with greater power.) Whenever this creature deals combat damage to a player, you may draw a card. If you do, discard a card. Whenever you discard a creature card, you may pay {2}. If you do, create a 3/2 colorless Eldrazi Horror creature token.
Sorcery
Suspend 4—{1}{R} (Rather than cast this card from your hand, pay {1}{R} and exile it with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.) Each player discards their hand, then draws seven cards.
Sorcery
You get {E}{E}{E} (three energy counters), then you may pay any amount of {E}. Each player may exile their hand and draw a number of cards equal to the amount of {E} paid this way. If seven or more {E} was paid this way, you may play cards you own exiled this way until the end of your next turn.
Sorcery
Return all creatures to their owners' hands except for Krakens, Leviathans, Octopuses, and Serpents.
Enchantment
Whenever a creature you control with power 5 or greater enters, you may have this enchantment deal 5 damage to any target.
Legendary Enchantment Artifact
Creatures you control have lifelink. {2}{B}{B}, {T}: Return target creature card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step. If it would leave the battlefield, exile it instead of putting it anywhere else. Activate only as a sorcery.
Enchantment — Aura
Enchant creature Enchanted creature has reach. (It can block creatures with flying.) {G}: Return this Aura to its owner's hand.
Creature — Human Rogue Artificer
When this creature enters, create two 1/1 colorless Thopter artifact creature tokens with flying. Tap two untapped artifacts you control: Target creature can't be blocked this turn.
Instant
For each spell and ability your opponents control, counter it unless its controller pays {4}.
Enchantment
Whenever you cast a noncreature spell, draw a card.
Instant — Lesson
Target player draws two cards, then discards a card. Airbend up to two target creatures. (To airbend a creature, exile it. While it's exiled, its owner may cast it for {2} rather than its mana cost.)