Boise, ID
Cards Tracked
8608
In Stock
8608
Rating
—
Inventory last scanned: 6/26/2026, 6:13:34 PM
Land
{T}: Add {C}. {T}: Add {U} or {B}. This land doesn't untap during your next untap step.
Creature — Merfolk
{T}: This creature deals 1 damage to any target.
Legendary Creature — Dragon
Flying, haste
Creature — Centaur Soldier
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Vigilance
Artifact — Equipment
When this Equipment enters, attach it to target non-Human creature you control. Equipped creature gets +2/+1. Equip {5} ({5}: Attach to target creature you control. Equip only as a sorcery.)
Legendary Creature — Giant Shaman
{T}: Add {C}{C}{C}{C}. Spend this mana only on costs that contain {X}.
Creature — Plant Skeleton
This creature can't block. {2}{B}{G}, Mill four cards: Return this card from your graveyard to the battlefield. Activate only as a sorcery.
Creature — Insect
When this creature enters, exile target creature card from a graveyard. You gain life equal to that card's toughness.
Creature — Zombie
Menace When this creature enters, return up to X target Zombie cards from your graveyard to the battlefield, where X is the number of opponents you have.
Creature — Fungus
Whenever another creature you control dies, put a +1/+1 counter on this creature.
Creature — Zombie
When this creature dies, target player discards a card.
Creature — Zombie Snake
Creature — Zombie Elephant
Instant
Strive — This spell costs {2}{R} more to cast for each target beyond the first. Any number of target creatures each get +2/+0 and gain trample until end of turn.
Sorcery
Parley — Each player reveals the top card of their library. For each nonland card revealed this way, you create a 1/1 white Spirit creature token with flying. Then each player draws a card.
Sorcery
You may cast this spell as though it had flash if you pay {2} more to cast it. (You may cast it any time you could cast an instant.) Destroy all creatures. They can't be regenerated.
Artifact Creature — Wall
Defender {7}: This creature gets +2/+0 and gains trample until end of turn. It can attack this turn as though it didn't have defender.
Creature — Cat
Bloodrush — {R}, Discard this card: Target attacking creature gets +3/+3 until end of turn.
Creature — Human Warrior
Whenever this creature attacks, put a +1/+1 counter on it for each attacking creature you control.
Creature — Human Berserker
Haste Whenever this creature attacks, it gets +X/+0 until end of turn, where X is the greatest power among creatures you control.
Creature — Elemental
Rubblehulk's power and toughness are each equal to the number of lands you control. Bloodrush — {1}{R}{G}, Discard this card: Target attacking creature gets +X/+X until end of turn, where X is the number of lands you control.
Sorcery
Destroy target land. Scry 2.
Legendary Creature — Faerie
You may choose not to untap Rubinia Soulsinger during your untap step. {T}: Gain control of target creature for as long as you control Rubinia Soulsinger and Rubinia Soulsinger remains tapped.
Land
This land enters tapped. When this land enters, you gain 1 life. {T}: Add {R} or {G}.
Creature — Human Berserker
When this creature dies, you may have it deal damage to any target equal to the number of land cards in your graveyard.
Sorcery
Destroy target creature or planeswalker. Awaken 4—{5}{B}{B} (If you cast this spell for {5}{B}{B}, also put four +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)
Creature — Eldrazi Processor
When you cast this spell, you may put a card an opponent owns from exile into that player's graveyard. If you do, you gain 5 life.
Creature — Orc Pirate
Raid — At the beginning of your end step, if you attacked this turn, reveal the top card of your library and put that card into your hand. You lose life equal to the card's mana value.
Land
This land enters tapped. {T}: Add {C}. ({C} represents colorless mana.) {T}: Put a +1/+1 counter on target colorless creature that entered this turn.
Creature — Plant Elemental
This spell costs {1} less to cast for each land card in your graveyard. Vigilance, reach, trample When this creature enters, other creatures you control get +3/+3 and gain trample until end of turn.
Sorcery
Rumbling Rockslide deals damage to target creature equal to the number of lands you control.
Creature — Goblin Rogue
{T}, Discard a card: Draw a card.
Enchantment
{3}{B}, Exile a permanent you control with a League of Dastardly Doom watermark: Return a permanent card with a League of Dastardly Doom watermark from your graveyard to the battlefield.
Instant
Target attacking creature gets +3/+3 and gains trample until end of turn.
Instant
Choose one or both — • The owner of target nonland permanent puts it on their choice of the top or bottom of their library. • Return target nonland permanent to its owner's hand.
Instant
Choose two target creatures controlled by different players. Return those creatures to their owners' hands.
Artifact — Equipment
Equipped creature has first strike and gets +X/+0, where X is the number of instant and sorcery cards in your graveyard. Equip {2}
Enchantment
As this enchantment enters, choose a card name. You have protection from the chosen card name. (You can't be targeted, dealt damage, or enchanted by anything with that name.)
Artifact — Equipment
Equipped creature gets +1/+1 and is every creature type. Equip {2}
Instant — Trap
If an opponent drew three or more cards this turn, you may pay {R} rather than pay this spell's mana cost. Runeflare Trap deals damage to target player equal to the number of cards in that player's hand.
Creature — Dwarf Warrior
When this creature enters, you may search your library and/or graveyard for a Rune card, reveal it, and put it into your hand. If you search your library this way, shuffle. You may pay {1} rather than pay the mana cost for Rune spells you cast.
Enchantment — Aura Rune
Enchant permanent When this Aura enters, draw a card. As long as enchanted permanent is a creature, it has flying. As long as enchanted permanent is an Equipment, it has "Equipped creature has flying."
Enchantment
{W}: The next time a black source of your choice would deal damage to you this turn, prevent that damage. Cycling {2} ({2}, Discard this card: Draw a card.)
Enchantment
{W}: The next time a blue source of your choice would deal damage to you this turn, prevent that damage. Cycling {2} ({2}, Discard this card: Draw a card.)
Enchantment
{W}: The next time a red source of your choice would deal damage to you this turn, prevent that damage. Cycling {2} ({2}, Discard this card: Draw a card.)
Enchantment
{W}: The next time a white source of your choice would deal damage to you this turn, prevent that damage. Cycling {2} ({2}, Discard this card: Draw a card.)
Creature — Demon
Flying When this creature enters, search your library for a card, put it into your hand, then shuffle.
Sorcery
Sacrifice a creature. Rupture deals damage equal to that creature's power to each creature without flying and each player.
Land
This land enters tapped. When this land enters, sacrifice it unless you pay {1}. {T}: Add one mana of any color.
Legendary Creature — Ogre Warrior
Vigilance, reach Ruric Thar attacks each combat if able. Whenever a player casts a noncreature spell, Ruric Thar deals 6 damage to that player.
Instant
Choose target creature. When that creature dies this turn, search your library for a creature card with lesser mana value, put it onto the battlefield tapped, then shuffle.
Instant
Kicker—Sacrifice a land. (You may sacrifice a land in addition to any other costs as you cast this spell.) Return target nonland permanent to its owner's hand. If this spell was kicked, return another target nonland permanent to its owner's hand.
Instant
Target creature gets +2/+1 and gains trample until end of turn.
Sorcery
Creatures you control get +2/+1 until end of turn. Warrior creatures you control gain lifelink until end of turn. (Damage dealt by those Warriors also causes their controller to gain that much life.)
Instant
Target creature gets +X/+0 until end of turn, where X is its power.
Sorcery
Tap target creature. It doesn't untap during its controller's next untap step. Awaken 3—{4}{U} (If you cast this spell for {4}{U}, also put three +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)