17777 Main Street Ste. E, Irvine, CA
Cards Tracked
8978
In Stock
8978
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—
Inventory last scanned: 9/10/2026, 6:08:50 PM
Enchantment
If this card is in your opening hand, you may begin the game with it on the battlefield. You may pay {W}{U}{B}{R}{G} rather than pay the mana cost for spells you cast.
Enchantment
If this card is in your opening hand, you may begin the game with it on the battlefield. You may pay {W}{U}{B}{R}{G} rather than pay the mana cost for spells you cast.
Enchantment
If this card is in your opening hand, you may begin the game with it on the battlefield. Whenever you cast an instant or sorcery spell that targets only a single creature you control, copy that spell. You may choose new targets for the copy.
Enchantment
If this card is in your opening hand, you may begin the game with it on the battlefield. Whenever you cast an instant or sorcery spell that targets only a single creature you control, copy that spell. You may choose new targets for the copy.
Enchantment
If this card is in your opening hand, you may begin the game with it on the battlefield. You have hexproof. (You can't be the target of spells or abilities your opponents control.)
Enchantment
If this card is in your opening hand, you may begin the game with it on the battlefield. Each nonland permanent you control is all colors. Lands you control are every basic land type in addition to their other types.
Enchantment
If this card is in your opening hand, you may begin the game with it on the battlefield. If a card would be put into an opponent's graveyard from anywhere, exile it instead.
Enchantment
If this card is in your opening hand, you may begin the game with it on the battlefield. If a card would be put into an opponent's graveyard from anywhere, exile it instead.
Enchantment
If this card is in your opening hand, you may begin the game with it on the battlefield. 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.
Creature — Nightmare Beast
Deathtouch, lifelink {T}: Add one mana of any color.
Legendary Artifact Creature — Thopter
Flash Flying You may cast colorless spells and artifact spells as though they had flash. Whenever you cast a spell, if the amount of mana spent to cast that spell is greater than Liberator's power, put a +1/+1 counter on Liberator.
Legendary Artifact Creature — Robot
Vigilance, trample, haste Whenever Liberty Prime attacks or blocks, sacrifice it unless you pay {E}{E} (two energy counters). {2}, {T}, Sacrifice an artifact: You get {E}{E} and draw a card.
Sorcery
An opponent chooses one — • You draw three cards at the beginning of the next turn's upkeep. • You search your library for a card, put that card into your hand, then shuffle.
Artifact
You have no maximum hand size. If an effect causes you to discard a card, discard it, but you may put it on top of your library instead of into your graveyard.
Sorcery
Sacrifice any number of artifacts, enchantments, and/or tokens. Return that many creature cards from your graveyard to the battlefield.
Legendary Enchantment
Hexproof You can't lose the game. Whenever you gain life, draw that many cards. Whenever you lose life, for each 1 life you lost, exile a permanent you control or a card from your hand or graveyard. When Lich's Mastery leaves the battlefield, you lose the game.
Sorcery
Exile the top card of each player's library. Until the end of your next turn, you may play those cards, and mana of any type can be spent to cast those spells. Flashback {2}{B}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Creature — Spirit
When this creature dies, each player may pay any amount of mana. Then each player creates a number of 1/1 green Squirrel creature tokens equal to the amount of mana they paid this way.
Legendary Creature — Human Wizard
Spells can't be countered. Each instant and sorcery card in your graveyard has flashback. The flashback cost is equal to that card's mana cost.
Legendary Creature — Angel
Flying, lifelink Whenever another nontoken creature you control dies, return that card to its owner's hand at the beginning of the next end step. If a creature an opponent controls would die, exile it instead.
Legendary Creature — Angel
Flying, lifelink Whenever another nontoken creature you control dies, return that card to its owner's hand at the beginning of the next end step. If a creature an opponent controls would die, exile it instead.
Legendary Creature — Angel
Rather than pay {2} for each previous time you've cast this spell from the command zone this game, pay 2 life that many times. Flying, lifelink Whenever a player casts a spell, they lose 2 life.
Creature — Hydra
Trample This creature enters with X +1/+1 counters on it. When this creature dies, you gain life and draw cards equal to its power.
Artifact — Vehicle
As this Vehicle enters, choose a creature type. Vehicle creatures you control are the chosen creature type in addition to their other types. Each creature you control of the chosen type other than this Vehicle gets +1/+1. Crew 3
Artifact — Vehicle
As this Vehicle enters, choose a creature type. Vehicle creatures you control are the chosen creature type in addition to their other types. Each creature you control of the chosen type other than this Vehicle gets +1/+1. Crew 3
Artifact — Vehicle
As this Vehicle enters, choose a creature type. Vehicle creatures you control are the chosen creature type in addition to their other types. Each creature you control of the chosen type other than this Vehicle gets +1/+1. Crew 3
Artifact
At the beginning of your upkeep, scry 1. Whenever you cast a creature spell, you may pay {G}. If you do, draw a card.
Sorcery // Sorcery
Enchantment
Extort (Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain that much life.) Whenever a nontoken creature dies, you lose 1 life and create a Treasure token.
Enchantment
Extort (Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain that much life.) Whenever a nontoken creature dies, you lose 1 life and create a Treasure token.
Creature — Elemental
First strike, trample, haste Whenever this creature attacks, it gets +X/+0 until end of turn, where X is the number of creatures you control. When this creature enters, if it's not a token, each opponent creates a token that's a copy of it. The tokens are goaded for the rest of the game. (They attack each combat if able and attack a player other than you if able.)
Instant
Draw X cards, where X is the greatest power among creatures you controlled as you cast this spell. If this spell was cast from exile, you gain twice X life. Foretell {4}{G} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Creature — Zombie Guest
This creature enters tapped. When this creature dies, open an Attraction. Whenever you roll to visit your Attractions, if you roll a 6, you may return this card from your graveyard to the battlefield.
Creature — Human Wizard
Level up {U} ({U}: Put a level counter on this. Level up only as a sorcery.) LEVEL 4-6 2/4 LEVEL 7+ 3/5 At the beginning of each end step, if it's not your turn, take an extra turn after this one.
Legendary Creature — Human Soldier
First strike, trample, lifelink Stagger — Whenever Lightning deals combat damage to a player, until your next turn, if a source would deal damage to that player or a permanent that player controls, it deals double that damage instead.
Legendary Creature — Human Soldier
First strike, trample, lifelink Stagger — Whenever Lightning deals combat damage to a player, until your next turn, if a source would deal damage to that player or a permanent that player controls, it deals double that damage instead.
Instant
As an additional cost to cast this spell, discard a card or pay {5}. Lightning Axe deals 5 damage to target creature.
Instant
Lightning Bolt deals 3 damage to any target.
Instant
Lightning Bolt deals 3 damage to any target.
Artifact — Equipment
Equipped creature has haste and shroud. (It can't be the target of spells or abilities.) Equip {0}
Instant
Lightning Helix deals 3 damage to any target and you gain 3 life.
Instant
Lightning Helix deals 3 damage to any target and you gain 3 life.
Instant
Lightning Helix deals 3 damage to any target and you gain 3 life.
Creature — Human Warrior
Double strike, haste Whenever this creature attacks, you get {E}{E} (two energy counters), then you may pay eight {E}. If you pay, untap all creatures you control, and after this phase, there is an additional combat phase.
Legendary Creature — Human Soldier
Menace (This creature can't be blocked except by two or more creatures.) Whenever Lightning deals combat damage to a player, exile the top card of your library. You may play that card for as long as you control Lightning.
Creature — Elemental Skeleton
Trample, haste Whenever this creature deals combat damage to a player, that player discards two cards. At the beginning of the end step, sacrifice this creature.
Instant
Lightning Strike deals 3 damage to any target.
Enchantment — Aura
Enchant creature Enchanted creature has "Whenever you gain life, put that many +1/+1 counters on this creature."
Legendary Creature — Fox Advisor
Whenever an Aura you control enters, if you cast it, you may search your library for an Aura card with mana value less than or equal to that Aura and with a different name than each Aura you control, put that card onto the battlefield attached to Light-Paws, then shuffle.
Creature — Angel Wizard
Vigilance When this creature enters, each opponent exiles a card from their hand and may play that card for as long as it remains exiled. Each spell cast this way costs {1} more to cast. Each land played this way enters tapped.
Creature — Angel Wizard
Vigilance When this creature enters, each opponent exiles a card from their hand and may play that card for as long as it remains exiled. Each spell cast this way costs {1} more to cast. Each land played this way enters tapped.
Sorcery
Light Up the Night deals X damage to any target. It deals X plus 1 damage instead if that target is a creature or planeswalker. Flashback—{3}{R}, Remove X loyalty counters from among planeswalkers you control. If you cast this spell this way, X can't be 0. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Light Up the Night deals X damage to any target. It deals X plus 1 damage instead if that target is a creature or planeswalker. Flashback—{3}{R}, Remove X loyalty counters from among planeswalkers you control. If you cast this spell this way, X can't be 0. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Spectacle {R} (You may cast this spell for its spectacle cost rather than its mana cost if an opponent lost life this turn.) Exile the top two cards of your library. Until the end of your next turn, you may play those cards.
Sorcery
Spectacle {R} (You may cast this spell for its spectacle cost rather than its mana cost if an opponent lost life this turn.) Exile the top two cards of your library. Until the end of your next turn, you may play those cards.
Kindred Enchantment — Treefolk Aura
Enchant creature Enchanted creature is a Treefolk with base power and toughness 0/4 and loses all abilities.
Legendary Creature — Elf Employee
You may look at the top card of your library any time. You may cast common spells from the top of your library. Guests you control get +1/+1.
Legendary Creature — Elf Employee
You may look at the top card of your library any time. You may cast common spells from the top of your library. Guests you control get +1/+1.