Inventory last scanned: 4/27/2026, 6:18:20 PM
Sorcery
Exile target creature and all other creatures its controller controls with the same name as that creature. That player investigates for each nontoken creature exiled this way.
Sorcery
Exile all artifacts, creatures, and lands from the battlefield, all cards from all graveyards, and all cards from all hands. Cycling {5}{R}{R} ({5}{R}{R}, Discard this card: Draw a card.) When you cycle this card, destroy all lands.
Sorcery
Create X 4/4 white Angel creature tokens with flying. Cycling {2}{W} ({2}{W}, Discard this card: Draw a card.) When you cycle this card, you may pay {X}. If you do, create X 1/1 white Soldier creature tokens.
Sorcery
Destroy all creatures. They can't be regenerated. Draw a card for each creature destroyed this way. Cycling {3}{B}{B} ({3}{B}{B}, Discard this card: Draw a card.) When you cycle this card, all creatures get -2/-2 until end of turn.
Instant
Draw a card. Investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Sorcery
Target player draws two cards. Flashback—{1}{U}, Pay 3 life. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. Flashback {4}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Creature — Homarid
Trample At the beginning of your upkeep, sacrifice this creature unless you mill two cards. {U}: This creature gains shroud until end of turn and doesn't untap during your next untap step. Tap this creature. (A creature with shroud can't be the target of spells or abilities.)
Creature — Bat
Flying, lifelink When this creature enters, look at target opponent's hand. You may exile a nonland card from it until this creature leaves the battlefield.
Creature — Kraken
This creature can't be blocked. Suspend 9—{2}{U} (Rather than cast this card from your hand, you may pay {2}{U} and exile it with nine 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. It has haste.) Whenever an opponent casts a spell, if this card is suspended, remove a time counter from it.
Creature — Fish
When this creature enters, double the number of each kind of counter on any number of target permanents.
Enchantment
Whenever one or more nontoken Merfolk you control become tapped, create a 1/1 blue Merfolk creature token with hexproof.
Creature — Merfolk Wizard
Flash When this creature enters, untap each other Merfolk you control. As long as you attacked with three or more Merfolk this turn, Merfolk you control get +1/+0.
Creature — Elk Dog
First strike (This creature deals combat damage before creatures without first strike.)
Artifact
Each spell costs {3} more to cast except during its controller's turn.
Creature — Vampire
Flying Whenever you gain life, target opponent loses that much life.
Instant
The next time a source of your choice would deal damage to you this turn, prevent that damage. If damage is prevented this way, Deflecting Palm deals that much damage to that source's controller.
Instant
Change the target of target spell with a single target.
Sorcery
Each player discards three cards.
Legendary Creature — Human Scout
Creatures you control with power 2 or less can't be blocked by creatures with power 3 or greater. If a triggered ability of a creature you control with power 2 or less triggers, that ability triggers an additional time.
Creature — Dragon
Flying When this creature enters, it deals 5 damage to target opponent unless that player sacrifices a creature of their choice.
Creature — Demon
You may pay 6 life and sacrifice three black creatures rather than pay this spell's mana cost. Flying, trample
Sorcery
Demonfire deals X damage to any target. If a creature dealt damage this way would die this turn, exile it instead. Hellbent — If you have no cards in hand, this spell can't be countered and the damage can't be prevented.
Instant
Choose a card name. Exile the top six cards of your library, then reveal cards from the top of your library until you reveal a card with the chosen name. Put that card into your hand and exile all other cards revealed this way.
Artifact Creature — Robot
When this creature enters, any number of target noncreature artifacts you control become 3/3 artifact creatures. Sacrifice them at the beginning of the next end step. Each artifact creature you control has melee, trample, and haste. (Whenever a creature with melee attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
Creature — Vedalken Wizard
When this creature enters, exile target nonland permanent an opponent controls and all other nonland permanents that player controls with the same name as that permanent until this creature leaves the battlefield.
Legendary Creature — Bird Wizard
Flying When Derevi enters and whenever a creature you control deals combat damage to a player, you may tap or untap target permanent. {1}{G}{W}{U}: Put Derevi onto the battlefield from the command zone.
Enchantment
At the beginning of your upkeep, reveal the top card of your library. If it's a creature card that shares a creature type with a creature you control, you may cast it without paying its mana cost. If you don't cast it, put it on the bottom of your library.
Sorcery
Destroy any number of target creatures. For each creature destroyed this way, its controller creates a 4/4 red Dragon creature token with flying.
Creature — Demon
Flying At the beginning of each combat, any opponent may sacrifice a creature of their choice. If a player does, tap this creature and put a +1/+1 counter on it.
Sorcery
Destroy target permanent.
Instant
Target creature gets -2/-2 until end of turn. It gets an additional -1/-1 until end of turn for each Desert you control.
Creature — Human Rebel Ally
{T}: Another target creature you control with power 2 or less can't be blocked this turn.
Sorcery — Lesson
As an additional cost to cast this spell, sacrifice a creature. Choose one or both — • Return target creature card from your graveyard to the battlefield if its power is less than or equal to the sacrificed creature's power. • Destroy target creature.
Creature — Horror
This creature can't block. {B}{B}, Exile two other creature cards from your graveyard: Return this card from your graveyard to the battlefield.
Artifact
{T}: Destroy target permanent you own. It can't be regenerated.
Sorcery
Each player chooses any number of creatures they control with total power 4 or less, then sacrifices all other creatures they control.
Enchantment
At the beginning of each player's upkeep, that player sacrifices a nonbasic land of their choice.
Enchantment
When this enchantment enters, you may exile target nonland permanent not named Detention Sphere and all other permanents with the same name as that permanent. When this enchantment leaves the battlefield, return the exiled cards to the battlefield under their owner's control.
Creature — Spirit Avatar
Trample Whenever this creature deals 6 or more damage to an opponent, destroy target land that player controls.
Sorcery
You may pay {2}{W}{W} rather than pay this spell's mana cost. If the {2}{W}{W} cost was paid, an opponent chooses up to two nonland permanents they control and returns them to their owner's hand. Destroy all nonland permanents.
Sorcery
Create four 1/1 red Devil creature tokens. They have "When this token dies, it deals 1 damage to any target."
Instant
Target player sacrifices a creature of their choice, then gains life equal to that creature's toughness.
Instant
Target player sacrifices a creature of their choice.
Sorcery
As an additional cost to cast this spell, sacrifice a creature. Search your library for a card, put that card into your hand, then shuffle.
Enchantment
When this enchantment enters, return target creature card from your graveyard to the battlefield. When the creature put onto the battlefield with this enchantment dies, exile it and return this enchantment to its owner's hand. When this enchantment leaves the battlefield, exile the creature put onto the battlefield with this enchantment.
Sorcery
Search your library for a card, put that card into your hand, then shuffle.
Enchantment
Flash (You may cast this spell any time you could cast an instant.) At the beginning of each player's draw step, that player draws an additional card.
Enchantment
Flash If a source would deal damage to a permanent or player, it deals double that damage to that permanent or player instead.
Instant
Delve (Each card you exile from your graveyard while casting this spell pays for {1}.) 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 any order.