Inventory last scanned: 5/8/2026, 7:09:47 PM
Creature — Merfolk Rogue
Whenever this creature deals combat damage to a player, draw a card.
Artifact
{1}, Sacrifice this artifact: Draw a card. If you control an Angel, you gain 5 life.
Artifact
Whenever you cast a noncreature spell, put a lore counter on this artifact. {3}, {T}: Target creature you control gets +1/+1 until end of turn for each lore counter on this artifact.
Creature — Cat Monkey
This creature enters with two +1/+1 counters on it. At the beginning of your upkeep, you may move any number of +1/+1 counters from this creature onto another target creature.
Snow Land
{T}: Add {C}. {1}{S}, {T}: Look at the top card of your library. If that card is snow, you may reveal it and put it into your hand. ({S} can be paid with one mana from a snow source.)
Snow Creature — Elf Rogue
{T}: Untap target snow land.
Creature — Squirrel
Reach This creature gets +2/+2 as long as you control eight or more lands.
Creature — Crab Turtle Crocodile
Defender {6}{G/U}{G/U}: Adapt 3. (If this creature has no +1/+1 counters on it, put three +1/+1 counters on it.) As long as this creature has a +1/+1 counter on it, it can attack as though it didn't have defender.
Artifact Creature — Construct
This creature can't be blocked by creatures with power 2 or less. When this creature dies, it deals 6 damage to target opponent or planeswalker.
Creature — Sliver Trilobite
Sliver creatures you control have "{2}: Untap this creature."
Creature — Goblin Warrior
Trample Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
Creature — Goblin Warrior
Wither (This deals damage to creatures in the form of -1/-1 counters.)
Creature — Cat
Landfall — Whenever a land you control enters, this creature gets +1/+1 until end of turn.
Creature — Cat
Shroud (This creature can't be the target of spells or abilities.) When this creature enters, sacrifice it unless you sacrifice a land.
Creature — Kor Warrior
{4}{W}: Creatures you control get +1/+1 until end of turn.
Artifact Creature — Golem Warrior
This spell costs {1} less to cast for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
Creature — Human Wizard
When this creature enters, look at the top two cards of your library. Put one of them into your hand and the other on the bottom of your library.
Land
{T}: Add {C}. ({C} represents colorless mana.) {2}{C}, {T}: Draw a card. Activate only if you have no cards in hand.
Sorcery
Return up to three target creatures your opponents control to their owners' hands. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Sorcery
Return up to three target creatures and/or enchantments to their owners' hands.
Enchantment — Aura
Flash Enchant creature Enchanted creature gets +0/+2 as long as it's a Pirate. Otherwise, it gets -2/-0.
Creature — Merfolk Wizard
{T}: Add {C}. {1}, {T}: Add {U}.
Creature — Serpent
This creature can't attack unless defending player controls an Island. When you control no Islands, sacrifice this creature.
Enchantment — Aura
Enchant land (Target a land as you cast this. This card enters attached to that land.) Enchanted land is an Island.
Land
This land enters tapped. {T}: Add {U}. {T}, Sacrifice this land: Add one mana of any color.
Creature — Merfolk Rogue
{4}{U}: This creature gets +1/+0 until end of turn and can't be blocked this turn. This ability costs {1} less to activate for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
Enchantment
Sacrifice this enchantment: Destroy target artifact or enchantment.
Enchantment
Sacrifice this enchantment: Destroy target nonblack creature. It can't be regenerated.
Enchantment
Sacrifice this enchantment: Destroy target artifact or enchantment.
Enchantment
Sacrifice this enchantment: Target creature gets +3/+3 until end of turn.
Creature — Octopus
This creature can't attack unless defending player controls an Island. {5}{U}{U}: Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.) When this creature becomes monstrous, target land becomes an Island in addition to its other types.
Sorcery
Target player reveals their hand. You gain life equal to the number of cards in that player's hand.
Sorcery
Reorder your graveyard at random. An opponent chooses a card at random in your graveyard. If it's a creature card, put it onto the battlefield. Otherwise, exile it.
Sorcery
Search your library for a basic land card, put it onto the battlefield, then shuffle. Suspend 2—{G} (Rather than cast this card from your hand, you may pay {G} and exile it with two 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.)
Enchantment
When this enchantment enters, exile the top five cards of your library. Whenever you play a card with the same name as one of the exiled cards, you may put one of those cards with that name into its owner's hand. Then if there are no cards exiled with this enchantment, sacrifice it. If you do, take an extra turn after this one.
Enchantment
Whenever a creature attacks you or a planeswalker you control, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Artifact Creature — Drone
Flying When this creature enters, create a 1/1 colorless Spirit creature token.
Creature — Spirit
Flying {3}{B}: This creature gains deathtouch until end of turn. (Any amount of damage it deals to a creature is enough to destroy it.)
Instant
Searing Barrage deals 5 damage to target creature. Adamant — If at least three red mana was spent to cast this spell, Searing Barrage deals 3 damage to that creature's controller.
Enchantment
Whenever you gain life, you may pay {2}. If you do, this enchantment deals 2 damage to any target.
Sorcery
Choose a color. Searing Rays deals damage to each player equal to the number of creatures of that color that player controls.
Instant
Searing Spear deals 3 damage to any target.
Creature — Human Knight
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.) {1}{R}: This creature gains menace until end of turn. (It can't be blocked except by two or more creatures.)
Creature — Merfolk Wizard Ally
Whenever this creature or another Ally you control enters, you may have Ally creatures you control gain flying until end of turn.
Creature — Merfolk
When you control no Islands, sacrifice this creature. You may choose not to untap this creature during your untap step. {T}: Gain control of target creature whose controller controls an Island for as long as you control this creature and this creature remains tapped.
Sorcery
Choose up to five {P} worth of modes. You may choose the same mode more than once. {P} — Put a +1/+1 counter on a creature you control. It gains vigilance and trample until end of turn. {P}{P} — Choose artifact or enchantment. Destroy all permanents of the chosen type. {P}{P}{P} — Draw cards equal to the greatest power among creatures you control.
Instant
Choose one or both — • Return target creature card from your graveyard to your hand. • Return target enchantment card from your graveyard to your hand.
Land
This land enters tapped. {T}: Add {W}. Cycling {W} ({W}, Discard this card: Draw a card.)
Enchantment — Aura
Enchant creature {T}: Tap enchanted creature. {T}: Untap enchanted creature.
Artifact Creature — Wall
Defender {4}{U}: Venture into the dungeon. Activate only as a sorcery. (Enter the first room or advance to the next room.)
Sorcery
Exile target nonland card from your graveyard. Search your library for any number of cards with the same name as that card, reveal them, put them into your hand, then shuffle.
Conspiracy
Hidden agenda (Start the game with this conspiracy face down in the command zone and secretly choose a card name. You may turn this conspiracy face up any time and reveal that name.) Whenever a creature you control with the chosen name enters, you may search your library for any number of cards with that name, reveal them, put them into your hand, then shuffle.
Conspiracy
Hidden agenda (Start the game with this conspiracy face down in the command zone and secretly choose a card name. You may turn this conspiracy face up any time and reveal that name.) Creatures you control with the chosen name have "{T}: Add one mana of any color."
Sorcery
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) Draw two cards. If you have the city's blessing, draw three cards instead.
Enchantment
{W}{W}: Create a 1/1 white Soldier creature token. Activate only if you control no creatures and only once each turn.