17777 Main Street Ste. E, Irvine, CA
Cards Tracked
8920
In Stock
8920
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Inventory last scanned: 6/15/2026, 6:07:58 PM
Legendary Creature — Human Artificer Advisor
{1}{U}: Return target artifact you control to its owner's hand. {3}, {T}: Copy target artifact spell you control. (The copy becomes a token.)
Enchantment
When this enchantment enters, it deals 3 damage to each creature and each planeswalker. Landfall — Whenever a land you control enters, create a 4/4 red Dragon creature token with flying.
Artifact — Equipment
Equipped creature gets +2/+2 and has hexproof from monocolored. Equip {4}. This ability costs {1} less to activate for each color of the creature it targets.
Creature — Spider
Reach Whenever an opponent casts a spell, create a 1/1 green Insect creature token.
Legendary Creature — Elder Dragon
Flying Dragonlord Ojutai has hexproof as long as it's untapped. Whenever Dragonlord Ojutai deals combat damage to a player, 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.
Enchantment — Aura
Enchant creature When this Aura enters, draw a card. Enchanted creature has "{R}: This creature gets +1/+0 until end of turn."
Creature — Human Wizard
When this creature enters, look at the top six cards of your library. You may reveal an instant, sorcery, or Dragon card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. Untapped Dragons you control have hexproof.
Sorcery
Dragon's Approach deals 3 damage to each opponent. You may exile Dragon's Approach and four cards named Dragon's Approach from your graveyard. If you do, search your library for a Dragon creature card, put it onto the battlefield, then shuffle. A deck can have any number of cards named Dragon's Approach.
Land
This land enters tapped unless you control a Swamp or a Mountain. {T}: Add {B} or {R}.
Creature — Human Archer
Vigilance, reach, deathtouch
Legendary Artifact — Equipment
Equipped creature has defender and "{2}, {T}: Other creatures you control gain trample and get +X/+X until end of turn, where X is this creature's power." Equip {3}
Instant
Create a 2/2 white and blue Detective creature token. If a creature died this turn, you gain 2 life, surveil 2, then investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Sorcery
Domain — Each creature gets -X/-X until end of turn, where X is 1 plus the number of basic land types among lands you control.
Creature — Illusion
Flash Flying When this creature enters, counter target spell. Put X +1/+1 counters on this creature, where X is that spell's mana value.
Creature — Human Wizard
Vigilance, prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Whenever this creature deals combat damage to a player, put that many incubation counters on it. Remove three incubation counters from this creature: Create a 2/2 blue Drake creature token with flying.
Legendary Creature — Dragon
Flying Whenever Drakuseth attacks, it deals 4 damage to any target and 3 damage to each of up to two other targets.
Enchantment
Creature tokens you control get +1/+1. Whenever one or more nontoken creatures you control die, create a 2/1 white and black Inkling creature token with flying. This ability triggers only once each turn.
Instant
Untap all nonland permanents you control.
Legendary Creature — Vampire Shaman
Flying {X}{B}{B}: Target creature gets -0/-X until end of turn and Drana gets +X/+0 until end of turn.
Legendary Creature — Vampire Ally
Flying, first strike Whenever Drana deals combat damage to a player, put a +1/+1 counter on each attacking creature you control.
Legendary Creature — Vampire Cleric
Flying Whenever Drana attacks, defending player chooses a nonlegendary creature card in your graveyard. You return that card to the battlefield with an additional +1/+1 counter on it. The creature is a Vampire in addition to its other types.
Creature — Human Cleric
Whenever you cycle another card, you gain 1 life. Cycling {1} ({1}, Discard this card: Draw a card.)
Land
{T}: Add {C}. {2}, {T}: Put two +1/+1 counters on target non-Human creature that entered this turn.
Creature — Human Wizard
Whenever you cycle another card, this creature deals 1 damage to each opponent. Cycling {1} ({1}, Discard this card: Draw a card.)
Snow Creature — Zombie Cleric
If a nontoken creature an opponent controls would die, exile that card with an ice counter on it instead. You may cast spells from among cards in exile your opponents own with ice counters on them, and you may spend mana from snow sources as though it were mana of any color to cast those spells.
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.
Sorcery
Destroy target creature or planeswalker.
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.)
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.
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.
Instant
Until end of turn, target attacking creature gets +2/+2 and gains trample and "Whenever this creature deals combat damage to a player, destroy target artifact that player controls."
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.)
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.
Creature — Demon Cleric
Each nonland card in your hand without foretell has foretell. Its foretell cost is equal to its mana cost reduced by {2}. (During your turn, you may pay {2} and exile it from your hand face down. Cast it on a later turn for its foretell cost.) Whenever you foretell a card, this creature gets +2/+0 until end of turn.
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.
Sorcery
Each opponent exiles cards from the top of their library until they have exiled cards with total mana value 5 or greater this way. Until end of turn, you may cast cards exiled this way without paying their mana costs.
Instant
Choose one — • Tap target permanent. • Untap target permanent. Entwine {1} (Choose both if you pay the entwine cost.)
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.
Sorcery
Target opponent reveals their hand. You choose an artifact or creature card from it, then choose an artifact or creature card from their graveyard. Exile the chosen cards.
Token Creature — Zombie Human Wizard
Menace Whenever Dreamstealer deals combat damage to a player, that player discards that many cards.
Creature — Bird Illusion
Flying When this creature becomes the target of a spell, sacrifice it. When this creature dies, 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.)
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.