Inventory last scanned: 4/29/2026, 6:16:54 PM
Enchantment
Whenever this enchantment or another nonland permanent you control is put into a graveyard from the battlefield, each opponent sacrifices a permanent of their choice that shares a card type with it.
Enchantment
Pay 2 life: Prevent the next 1 damage that would be dealt to target creature this turn.
Legendary Artifact Creature — Toy
Marvin has all activated abilities of creatures you control that don't have the same name as this creature.
Enchantment — Aura
Enchant creature Enchanted creature has protection from black and from red.
Creature — Shapeshifter
Changeling (This card is every creature type.) When this creature enters, you may exile a creature card from your graveyard. If you do, exile target artifact or enchantment an opponent controls.
Legendary Creature — Human Assassin
Menace When Massacre Girl enters, each other creature gets -1/-1 until end of turn. Whenever a creature dies this turn, each creature other than Massacre Girl gets -1/-1 until end of turn.
Legendary Creature — Human Assassin
Menace Creatures you control have wither. (They deal damage to creatures in the form of -1/-1 counters.) Whenever a creature an opponent controls dies, if its toughness was less than 1, draw a card.
Creature — Elf Wizard
Each other creature you control enters with a number of additional +1/+1 counters on it equal to this creature's power and as a Mutant in addition to its other types.
Creature — Human Cleric
{T}: Prevent the next 4 damage that would be dealt to any target this turn.
Enchantment
Whenever you attack with two or more legendary creatures, put a +1/+1 counter on each of up to two target attacking creatures. At the beginning of your end step, if you control a creature with power 4 or greater, draw a card.
Instant
Choose one — • Create two 3/3 colorless Golem artifact creature tokens. • Choose target artifact you control. Each other artifact you control becomes a copy of that artifact until end of turn.
Enchantment
Whenever a permanent you control is turned face up, you gain 1 life for each creature you control. {3}{W}: Manifest the top card of your library. (Put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
Legendary Creature — Spirit
Masumaro's power and toughness are each equal to twice the number of cards in your hand.
Creature — Spirit
Flying Whenever another Spirit you control enters, this creature gets +1/+1 until end of turn. Sacrifice this creature: Counter target instant or sorcery spell unless its controller pays {X}, where X is this creature's power.
Enchantment
At the beginning of your upkeep, put a +1/+1 counter on each creature you control if you control a creature with power 5 or greater. Then you gain 10 life if you control a creature with power 10 or greater. Then you win the game if you control a creature with power 20 or greater.
Creature — Devil
Whenever a player sacrifices a permanent, this creature deals 1 damage to any target.
Land
This land enters tapped. {T}: Add {C}. {3}, {T}, Return this land to its owner's hand: Search your library for a Gate card, put it onto the battlefield, then shuffle. If you control ten or more Gates with different names, you win the game.
Legendary Creature — Insect Shaman
Flying Whenever a player sacrifices another permanent, put a +1/+1 counter on each creature you control.
Legendary Creature — Halfling Knight
Whenever an enchanted creature attacks one of your opponents, it gets +2/+0 and gains trample until end of turn. Whenever an Aura you control is put into your graveyard from the battlefield, exile it. Until the end of your next turn, you may cast that card.
Artifact — Equipment
When this Equipment enters, attach it to target creature you control. Equipped creature has flying. (It can't be blocked except by creatures with flying or reach.) Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
Enchantment — Aura
Enchant artifact you control At the beginning of your upkeep, create a token that's a copy of enchanted artifact. Then if you control eight or more artifacts with the same name as one another, you win the game.
Land
This land enters tapped. {T}: Add {G} or {U}. {4}, {T}, Sacrifice this land: Draw a card.
Legendary Creature — Sphinx
Flying Whenever Medomai deals combat damage to a player, take an extra turn after this one. Medomai can't attack during extra turns.
Artifact
Creatures with power 3 or greater don't untap during their controllers' untap steps.
Creature — Sliver
Sliver creatures you control get +3/+3.
Legendary Enchantment
All creatures get -X/-0, where X is the number of cards in your hand.
Artifact
When this artifact enters, you may discard a card. If you do, draw two cards. {3}, Sacrifice this artifact: Create a tapped 2/2 colorless Robot artifact creature token.
Artifact — Equipment
When this Equipment enters, attach it to target creature you control. Equipped creature gets +2/+1 and has reach. Equip {5} ({5}: Attach to target creature you control. Equip only as a sorcery.)
Legendary Artifact Creature — Wizard
{1}{U}{U}: Target permanent becomes an artifact in addition to its other types. (This effect lasts indefinitely.) {3}{U}: Gain control of target artifact. (This effect lasts indefinitely.)
Instant
Look at the top X cards of your library, where X is the amount of mana spent to cast this spell. Put two of them into your hand and the rest on the bottom of your library in a random order. Flashback {5}{U}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Instant
Counter target spell. If that spell is countered this way, put it on top of its owner's library instead of into that player's graveyard.
Instant
({U/P} can be paid with either {U} or 2 life.) Counter target spell with mana value 1.
Creature — Human Soldier
Whenever another creature you control with power 2 or less enters, you may pay {1}. If you do, draw a card.
Creature — Vampire
Flying Each creature you control is a Vampire in addition to its other creature types and has "Whenever this creature deals damage to a creature, put a +1/+1 counter on this creature."
Sorcery
Search your library for a blue instant card, reveal that card, put it into your hand, then shuffle.
Creature — Human Peasant Ally
{2}{B}: Return this card from your graveyard to your hand.
Sorcery
Choose one — • Exile all artifacts. • Exile all creatures. • Exile all enchantments. • Exile all planeswalkers.
Creature — Human Wizard
{U}, {T}: Draw two cards. {R}, {T}, Discard a card: This creature deals damage to target creature equal to the discarded card's mana value.
Creature — Phyrexian Rogue
This creature can't be blocked. Whenever you cast a noncreature spell, put an oil counter on this creature. Whenever this creature deals combat damage to a player, you may remove two oil counters from it. If you do, when you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
Legendary Creature — Elf Artificer
Tap an untapped nontoken artifact you control: Add {G}. Tap two untapped nontoken artifacts you control: Exile the top card of your library. You may play it this turn.
Creature — Merfolk Rogue
{T}: Target player exiles a card from their graveyard. Whenever you cast a black spell, you may untap this creature.
Creature — Bird
Flying {1}{W}: This creature gets +0/+1 until end of turn.
Creature — Nightmare Horror
When this creature enters, target opponent reveals their hand and you choose a nonland card from it. Exile that card. When this creature leaves the battlefield, return the exiled card to its owner's hand.
Creature — Bird Scout
Flying When this creature enters, create a Clue token. (It's an artifact with "{2}, Sacrifice this token: Draw a card.") This creature gets +2/+0 as long as you've drawn two or more cards this turn.