Inventory last scanned: 5/8/2026, 7:09:47 PM
Artifact Creature — Beast
Defender Plainscycling {2}, islandcycling {2} ({2}, Discard this card: Search your library for a Plains or Island card, reveal it, put it into your hand, then shuffle.)
Artifact Creature — Golem
When a spell or ability an opponent controls causes you to discard this card, return this card from your graveyard to the battlefield with a +1/+1 counter on it at the beginning of the next end step.
Creature — Merfolk
Cycling {2} ({2}, Discard this card: Draw a card.)
Creature — Elephant
Reach When this creature enters, bolster 5. (Choose a creature with the least toughness among creatures you control and put five +1/+1 counters on it.)
Creature — Human Warrior
When this creature enters, choose one — • Put a +1/+1 counter on this creature. • Create a 1/1 white Spirit creature token with flying.
Land
This land enters tapped. When this land enters, target creature gets +1/+1 and gains vigilance until end of turn. {T}: Add {W}.
Creature — Human Soldier Warrior
First strike (This creature deals combat damage before creatures without first strike.) {R}: This creature gets +1/+0 until end of turn.
Creature — Vampire Wizard
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Creature — Avatar Praetor
{B}, Sacrifice a creature: Destroy each creature with the same mana value as the sacrificed creature.
Instant
You gain twice X life. Put Sanguine Sacrament on the bottom of its owner's library.
Creature — Skeleton
{2}{B}: Return this card from your graveyard to your hand.
Artifact — Contraption
Whenever you crank this Contraption, add {G}. Until end of turn, you don't lose this mana as steps and phases end.
Instant
Choose one — • Target player draws a card at the beginning of the next turn's upkeep. • Target creature gains flying until end of turn. • Target creature an opponent controls phases out. (While it's phased out, it's treated as though it doesn't exist. It phases in before its controller untaps during their next untap step.)
Enchantment
Whenever a player kicks a spell, you create a 1/1 green Saproling creature token.
Instant
Sarkhan's Rage deals 5 damage to any target. If you control no Dragons, Sarkhan's Rage deals 2 damage to you.
Legendary Creature — Human Shaman
Dragon spells you cast cost {1} less to cast. Whenever a Dragon you control enters, you may have Sarkhan become a copy of it until end of turn, except its name is Sarkhan, Soul Aflame and it's legendary in addition to its other types.
Legendary Planeswalker — Sarkhan
+1: Until end of turn, Sarkhan becomes a legendary 4/4 red Dragon creature with flying, indestructible, and haste. (He doesn't lose loyalty while he's not a planeswalker.) −3: Sarkhan deals 4 damage to target creature. −6: You get an emblem with "At the beginning of your draw step, draw two additional cards" and "At the beginning of your end step, discard your hand."
Creature — Wolf
When this creature enters, draw a card. Foretell {1}{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.)
Legendary Creature — Wolf
Whenever a permanent an opponent controls is put into a graveyard from the battlefield, put a +1/+1 counter on Sarulf. At the beginning of your upkeep, if Sarulf has one or more +1/+1 counters on it, you may remove all of them. If you do, exile each other nonland permanent with mana value less than or equal to the number of counters removed this way.
Creature — Dryad
Defender {T}, Tap an untapped creature you control: Add one mana of any color.
Enchantment Creature — Satyr
Whenever an instant or sorcery spell you control deals damage to an opponent, this creature deals that much damage to target creature that player controls.
Creature — Satyr
{R}, Sacrifice this creature: Add {R}{R}{R}.
Creature — Satyr Soldier
Heroic — Whenever you cast a spell that targets this creature, put a +1/+1 counter on this creature.
Creature — Satyr Shaman
Haste Inspired — Whenever this creature becomes untapped, you may pay {2}{R}. If you do, create a 3/1 red Elemental enchantment creature token with haste.
Creature — Satyr
When this creature enters, reveal the top four cards of your library. You may put a land card from among them into your hand. Put the rest into your graveyard.
Sorcery
Create a 1/1 red Satyr creature token with "This token can't block." Escape—{2}{R}, Exile two other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Creature — Human Lizard Warrior
{4}{G}{G}: Adapt 4. (If this creature has no +1/+1 counters on it, put four +1/+1 counters on it.)
Creature — Elf
{G}{G}, {T}: Destroy target Aura attached to a land.
Creature — Ogre Warrior
{2}{G}: This creature gets +2/+2 until end of turn. Activate only once each turn. {2}{U}: Return this creature to its owner's hand. {R}: This creature gains haste until end of turn.
Land
This land enters tapped. {T}: Add {B}, {R}, or {G}.
Sorcery
Kicker {G} (You may pay an additional {G} as you cast this spell.) Creatures you control gain first strike until end of turn. If this spell was kicked, they get +1/+1 until end of turn.
Sorcery
Target creature you control fights target creature you don't control. Ferocious — The creature you control gets +2/+2 until end of turn before it fights if you control a creature with power 4 or greater.
Sorcery
Target creature you control gets +2/+2 until end of turn. It fights target creature you don't control. (Each deals damage equal to its power to the other.)
Sorcery
This spell costs {2} less to cast if it targets a Dinosaur you control. Put a +1/+1 counter on target creature you control. Then that creature fights target creature you don't control. (Each deals damage equal to its power to the other.)
Sorcery
Target creature you control gets +2/+2 until end of turn if its power is 2. Then it fights target creature you don't control. (Each deals damage equal to its power to the other.)
Sorcery
Savage Twister deals X damage to each creature.
Artifact
{T}: Add {R}, {W}, or {B}. Cycling {2} ({2}, Discard this card: Draw a card.)
Creature — Elemental Cat
Whenever you cycle a card, you may pay {2}. When you do, this creature deals 2 damage to target creature and you gain 2 life.
Creature — Human Soldier
Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.) Whenever this creature trains, exile up to one other target creature from the battlefield or creature card from a graveyard. When this creature leaves the battlefield, put the exiled cards onto the battlefield under their owners' control.
Creature — Giant Warrior
When this creature enters, it fights target creature an opponent controls chosen at random.
Creature — Human Berserker
Bloodthirst 2 (If an opponent was dealt damage this turn, this creature enters with two +1/+1 counters on it.) Trample
Creature — Salamander
Whenever this creature attacks, you may have it deal 1 damage to each creature without flying defending player controls.
Sorcery
Until end of turn, target creature you control becomes a green Wurm with base power and toughness 6/4. Overload {4}{G}{G} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Artifact
Flash Affinity for artifacts (This spell costs {1} less to cast for each artifact you control.) {T}: Target creature gets +0/+1 until end of turn.
Sorcery
Put a +1/+1 counter on up to one target creature. You gain 2 life. You may play an additional land this turn. Draw a card.
Creature — Crocodile
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Creature — Lizard Druid
{T}: You may put a land card from your hand onto the battlefield.
Creature — Beast
Flying (This creature can't be blocked except by creatures with flying or reach.) Whenever this creature deals combat damage to a player, that player exiles the top four cards of their library. If two or more of those cards have the same name, repeat this process.
Creature — Boar Monger
{2}: Target player discards a card. Any player may activate this ability but only as a sorcery.