17777 Main Street Ste. E, Irvine, CA
Cards Tracked
8921
In Stock
8921
Rating
—
Inventory last scanned: 6/20/2026, 6:06:57 PM
Sorcery
Kicker {2}{U}{U} Choose one. If this spell was kicked, choose any number instead. • Return up to two target creatures to their owners' hands. • Scry 2, then draw two cards. • Target player creates an X/X blue Illusion creature token, where X is the number of cards in their hand.
Sorcery
Kicker {2}{B}{B} Choose one. If this spell was kicked, choose any number instead. • Target opponent discards two cards. • Return target creature card with mana value 2 or less from your graveyard to the battlefield. • Destroy target creature with mana value 3 or less.
Enchantment
At the beginning of your upkeep, you may cast a permanent spell from your hand with mana value equal to 1 plus the greatest mana value among other permanents you control without paying its mana cost. If you don't, scry 1.
Enchantment
Creature tokens you control have "{T}: Add one mana of any color." Whenever one or more creature cards leave your graveyard, create a 0/1 green Plant creature token, then put a +1/+1 counter on each Plant you control.
Instant
Choose one — • Counter target spell. • You may choose new targets for target spell. • Copy target instant or sorcery spell. You may choose new targets for the copy.
Sorcery
Target player gains 5 life, Inspired Ultimatum deals 5 damage to any target, then you draw five cards.
Instant
Draw a card for each creature you control with a +1/+1 counter on it. Those creatures gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
Artifact
Nonartifact spells you cast have improvise. (Your artifacts can help cast those spells. Each artifact you tap after you're done activating mana abilities pays for {1}.)
Land
This land enters tapped unless you control two or fewer other lands. {T}: Add {R} or {W}.
Enchantment — Aura
Enchant creature Enchanted creature can attack as though it had haste. {0}: Untap enchanted creature. Activate only during your turn and only once each turn.
Legendary Artifact
At the beginning of your upkeep, you may put a harmony counter on Instrument of the Bards. {3}{G}, {T}: Search your library for a creature card with mana value equal to the number of harmony counters on Instrument of the Bards, reveal it, and put it into your hand. If that card is legendary, create a Treasure token. Then shuffle.
Sorcery // Sorcery
Sorcery
Untap all creatures and gain control of them until end of turn. They gain haste until end of turn.
Enchantment
Creature tokens you control get +1/+1 and have vigilance.
Creature — Horror
Devour Intellect — When this creature enters, each opponent exiles a card from their hand until this creature leaves the battlefield. Body Thief — You may play lands and cast spells from among cards exiled with this creature. If you cast a spell this way, you may spend mana as though it were mana of any color to cast it.
Instant
Choose an opponent. You and that player each draw three cards. Choose an opponent. Untap all nonland permanents you control and all nonland permanents that player controls.
Artifact
When this artifact enters, exile the top two cards of your library. Until the end of your next turn, you may play those cards. {T}: Add two mana in any combination of colors. Spend this mana only to cast spells from exile.
Legendary Creature — Dragon
Flying Whenever Intet deals combat damage to a player, you may pay {2}{U}. If you do, exile the top card of your library face down. You may look at that card for as long as it remains exiled. You may play that card without paying its mana cost for as long as Intet remains on the battlefield.
Enchantment
Creatures you control get +1/+1. {5}{W}: Exile target nonland permanent you don't control until this enchantment leaves the battlefield. Activate only as a sorcery and only once.
Sorcery
Target opponent reveals their hand. You choose an artifact or creature card from it. Exile that card. Cycling {3} ({3}, Discard this card: Draw a card.)
Legendary Creature — Human Knight
Whenever you attack, you may discard a card. When you do, put a +1/+1 counter on target attacking creature. It gains trample until end of turn. Whenever you discard one or more cards, exile the top card of your library. You may play that card until your next end step.
Sorcery
Choose one — • Into the Fire deals 2 damage to each creature, planeswalker, and battle. • Put any number of cards from your hand on the bottom of your library, then draw that many cards plus one.
Instant
Gift a tapped Fish (You may promise an opponent a gift as you cast this spell. If you do, they create a tapped 1/1 blue Fish creature token before its other effects.) Return target creature an opponent controls to its owner's hand. If the gift was promised, instead return target nonland permanent an opponent controls to its owner's hand.
Sorcery
Search your library for a snow land card, put it onto the battlefield tapped, then shuffle.
Instant
This spell costs {3} less to cast if an opponent has seven or more cards in their graveyard. Draw four cards.
Enchantment
At the beginning of your upkeep, look at the top card of your library. If it's a land card, you may put it onto the battlefield.
Creature — Human Soldier
{T}: Destroy target creature with power 4 or greater.
Instant
Reveal the top five cards of your library and separate them into two piles. An opponent chooses one of those piles. Put that pile into your hand and the other into your graveyard. Create a 0/0 colorless Thopter artifact creature token with flying, then put a +1/+1 counter on it for each card put into your graveyard this way.
Enchantment
Creatures don't untap during their controllers' untap steps. Whenever a creature enters, untap all creatures.