Boise, ID
Cards Tracked
8626
In Stock
8626
Rating
—
Inventory last scanned: 6/27/2026, 6:12:54 PM
Creature — Kor Artificer Ally
Equipped creatures you control get +1/+1. Whenever an equipped creature you control dies, draw a card.
Instant — Trap
This spell costs {1} less to cast for each attacking creature. Create a 6/12 colorless Construct artifact creature token with trample. Exile it at the beginning of your next end step.
Land
This land enters tapped. {T}: Add {R} or {W}.
Sorcery
Destroy target land.
Creature — Spirit Bird
Flying {4}, Exile a card from your graveyard: Target creature gains flying until end of turn.
Creature — Giant
{6}{R}{R}: Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.) When this creature becomes monstrous, creatures without flying your opponents control can't block this turn.
Artifact Creature — Beast
Stonework Packbeast is also a Cleric, Rogue, Warrior, and Wizard. {2}: Add one mana of any color.
Creature — Merfolk Wizard
{1}{U}, {T}: You may tap or untap target creature.
Creature — Merfolk Wizard
Whenever this creature becomes tapped, you may create a 1/1 blue Merfolk Wizard creature token.
Instant
Put a +1/+1 counter on target creature you control. Untap that creature.
Creature — Human Berserker
Bloodthirst 2 (If an opponent was dealt damage this turn, this creature enters with two +1/+1 counters on it.) Menace (This creature can't be blocked except by two or more creatures.)
Enchantment
Sacrifice this enchantment: Creatures you control gain flying until end of turn. Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Creature — Orc Pirate
Raid — When this creature enters, if you attacked this turn, target opponent sacrifices a permanent of their choice.
Creature — Human Pirate Wizard
Raid — When this creature enters, if you attacked this turn, this creature deals 2 damage to any target.
Creature — Human Pirate
Raid — When this creature enters, if you attacked this turn, draw a card.
Creature — Human Pirate
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) This creature has double strike as long as you have the city's blessing.
Creature — Pegasus
Flying
Artifact — Equipment
Equipped creature gets +1/+1. Whenever a creature you control enters, you may attach this Equipment to it. Equip {2}
Creature — Merfolk Wizard
This creature can't be blocked. When this creature enters, return a creature you control to its owner's hand.
Instant
Target creature gets +1/+0 and gains first strike until end of turn. Scry 1.
Sorcery
Storm's Wrath deals 4 damage to each creature and each planeswalker.
Sorcery
Until end of turn, creatures you control get +2/+2 and gain "Whenever this creature deals combat damage to a player or planeswalker, destroy target artifact or enchantment defending player controls."
Creature — Leviathan
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) All lands are Islands in addition to their other types. Creatures without flying or islandwalk can't attack.
Creature — Bird Goat
Flying If noncombat damage would be dealt to this creature, prevent that damage. Put a +1/+1 counter on this creature for each 1 damage prevented this way.
Creature — Dragon
Flying, first strike Megamorph {5}{R}{R} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.) When this creature is turned face up, put a +1/+1 counter on each other Dragon creature you control.
Creature — Elemental
This spell costs {2}{U} less to cast if you've cast an instant or sorcery spell this turn. Flying Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) When this creature enters, scry 2.
Legendary Creature — Zombie Elf Wizard
Trample Whenever Storrev deals combat damage to a player or planeswalker, return to your hand target creature or planeswalker card in your graveyard that wasn't put there this combat.
Enchantment
As this enchantment enters, choose a color. {W}: The next time a source of your choice of the chosen color would deal damage to you this turn, prevent that damage.
Creature — Dwarf Cleric
Lifelink
Instant
Choose one — • Put two +1/+1 counters on target creature you control. • Put two lore counters on target Saga you control. The next time one or more enchantment creatures you control enter this turn, each enters with two additional +1/+1 counters on it.
Creature — Spirit
Haste Undying (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.)
Sorcery
Look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard.
Creature — Djinn Monk
Flying Megamorph {1}{U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.) When this creature is turned face up, counter target instant or sorcery spell.
Enchantment — Aura
Enchant creature When this Aura enters, draw a card. Enchanted creature has flying. (It can't be blocked except by creatures with flying or reach.) Enchanted creature can block only creatures with flying.
Creature — Merfolk Scout
{T}: Target Merfolk creature gets +1/+1 and gains islandwalk until end of turn. (It can't be blocked as long as defending player controls an Island.) {T}: Target land becomes an Island until end of turn.
Creature — Goblin
{U/R}: This creature gains flying until end of turn.
Instant — Arcane
Target player shuffles up to four target cards from their graveyard into their library.
Sorcery
Target player gains X life.
Sorcery
Target player mills four cards. You shuffle up to four cards from your graveyard into your library. Replicate {2}{U}{U} (When you cast this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.)
Kindred Instant — Wizard
Target creature gets -4/-0 until end of turn. If you control a Wizard, draw a card.
Instant
Street Spasm deals X damage to target creature without flying you don't control. Overload {X}{X}{R}{R} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Creature — Wraith
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) Cycling—Pay 2 life. (Pay 2 life, Discard this card: Draw a card.)
Enchantment
Constellation — Whenever this enchantment or another enchantment you control enters, target creature gets +X/+X until end of turn, where X is the number of creature cards in your graveyard.
Instant — Arcane
Target creature gets +X/+X until end of turn, where X is the number of lands you control.
Sorcery
Choose target creature you control. Put a +1/+1 counter on it for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
Sorcery
Put two +1/+1 counters on each creature you control.
Instant
Multikicker {1} (You may pay an additional {1} any number of times as you cast this spell.) Choose target creature, then choose another target creature for each time this spell was kicked. Put X +1/+1 counters on each of them.
Artifact — Equipment
Equipped creature gets +1/+1 and has haste. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Instant
Return target creature to its owner's hand. Then that creature's controller may pay {U}{U}. If the player does, they may copy this spell and may choose a new target for that copy.
Instant
Target player draws X cards.
Creature — Zombie Knight
Protection from white {B}: This creature gains flying until end of turn. {B}{B}: This creature gets +1/+0 until end of turn.
Creature — Vampire Soldier
When this creature enters, put a +1/+1 counter on another target Vampire you control.
Creature — Vampire Noble
This creature can't be blocked by Humans. Whenever this creature deals combat damage to a player, put a +1/+1 counter on it.
Creature — Vampire Horror
Trample Whenever this creature deals combat damage to a player, exile the top card of your library. Until end of turn, you may play that card. Madness {1}{R} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Creature — Vampire Soldier
Whenever this creature deals combat damage to a player, put a +1/+1 counter on it.
Creature — Human Monk
Whenever you cast a noncreature spell, creatures you control get +1/+1 until end of turn.
Creature — Human Cleric
Kicker {3} (You may pay an additional {3} as you cast this spell.) Menace (This creature can't be blocked except by two or more creatures.) If this creature was kicked, it enters with two +1/+1 counters on it.
Sorcery
Each player loses 1 life for each creature they control.