Inventory last scanned: 5/13/2026, 7:05:47 PM
Artifact Creature — Construct
Draft this card face up. During the draft, you may turn this card face down. If you do, look at any unopened booster pack in the draft or any booster pack not being looked at by another player.
Creature — Vampire Rogue
Whenever you surveil for the first time each turn, this creature deals 1 damage to each opponent and you gain 1 life.
Creature — Human Knight
First strike (This creature deals combat damage before creatures without first strike.) Protection from black (This creature can't be blocked, targeted, dealt damage, or enchanted by anything black.)
Enchantment — Aura
Enchant creature Enchanted creature can't be blocked by white creatures. Enchanted creature gets +2/+2 as long as an opponent controls a white permanent.
Instant
Create X 2/2 white Cat creature tokens. Shuffle White Sun's Zenith into its owner's library.
Enchantment — Aura
Enchant creature Enchanted creature has protection from white. This effect doesn't remove this Aura.
Creature — Cat
Flash When this creature enters, return a creature you control to its owner's hand.
Instant
All creatures lose flying until end of turn. Sacrifice a snow land: Return this card from your graveyard to your hand.
Instant
You gain 5 life.
Enchantment Creature — Nymph
Constellation — Whenever this creature or another enchantment you control enters, target creature can't be blocked this turn.
Creature — Spirit
{B}: Target player dealt damage by this creature this turn loses 1 life.
Creature — Human Noble
When this creature enters, you may have it deal 2 damage to another creature you control. If you do, draw a card.
Creature — Wolf
When this creature enters, it fights up to one target creature you don't control. Sacrifice a Food: Put a +1/+1 counter on this creature. It gains indestructible until end of turn. Tap it.
Artifact Creature — Scarecrow
Creature — Treefolk Shaman
This creature enters with a -1/-1 counter on it. {G}, Remove a -1/-1 counter from this creature: Destroy target artifact or enchantment.
Enchantment
Whenever a spell or ability causes its controller to shuffle their library, that player puts a card from their hand on top of their library.
Creature — Yeti
This creature enters with six +1/+1 counters on it. At the beginning of your upkeep, put a +1/+1 counter on this creature if it has blocked or been blocked since your last upkeep. Otherwise, remove a +1/+1 counter from it.
Creature — Human Shaman
Whenever this creature attacks, each other creature you control gets +X/+X until end of turn, where X is this creature's power.
Host Creature — Crocodile
When this creature enters, search your library for a basic land card, reveal it, put it into your hand, then shuffle.
Creature — Dog
At the beginning of your upkeep, if a player has more life than each other player, the player with the most life gains control of this creature. Cycling {2} ({2}, Discard this card: Draw a card.)
Sorcery
As an additional cost to cast this spell, discard a card. Draw two cards.
Instant
Target creature gets +3/+1 and gains trample until end of turn. Flashback {3}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Creature — Dog
Discard a card: This creature gets +1/+1 and becomes the color of your choice until end of turn.
Instant
You may choose new targets for target instant or sorcery spell. Then copy that spell. You may choose new targets for the copy.
Creature — Elf Druid
When this creature enters, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Artifact Creature — Scarecrow
Defender {2}, Sacrifice this creature: Search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle.
Creature — Elf Archer
Flash (You may cast this spell any time you could cast an instant.) Reach (This creature can block creatures with flying.) Whenever another non-Human creature you control enters, you may pay {X}. When you do, put X +1/+1 counters on this creature.
Sorcery
Manifest the top card of your library, then put X +1/+1 counters on it. (To manifest a card, 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.)
Artifact
You may pay {1} and return a basic land you control to its owner's hand rather than pay this spell's mana cost. This artifact enters tapped. {T}: Add {G} or {W}.
Creature — Dog
{5}{R}{R}: Monstrosity 1. (If this creature isn't monstrous, put a +1/+1 counter on it and it becomes monstrous.) When this creature becomes monstrous, it deals 2 damage to each opponent and each creature they control.
Creature — Devil
When this creature enters and at the beginning of your upkeep, choose a player at random. That player exiles an instant or sorcery card from their graveyard. Copy that card. You may cast the copy without paying its mana cost.
Creature — Efreet
Protection from white {1}{R}: This creature gets +1/+0 until end of turn.
Creature — Zombie Jackal Cleric
Afflict 4 (Whenever this creature becomes blocked, defending player loses 4 life.) Whenever this creature attacks and isn't blocked, you may cast an instant or sorcery spell from your hand without paying its mana cost.
Instant
Target creature gets +2/+2 and gains trample until end of turn. Draw a card.
Creature — Elf Warrior
Wither (This deals damage to creatures in the form of -1/-1 counters.)
Instant
Return target creature card from your graveyard to your hand.
Creature — Elf Warrior
Whenever this creature attacks or blocks, if you control another non-Human creature, this creature gets +1/+1 until end of turn.
Legendary Planeswalker — Will
+2: Until your next turn, up to two target creatures each have base power and toughness 0/3 and lose all abilities. −2: Target player draws two cards. Until your next turn, instant, sorcery, and planeswalker spells that player casts cost {2} less to cast. −8: Target player gets an emblem with "Whenever you cast an instant or sorcery spell, copy it. You may choose new targets for the copy." Partner with Rowan Kenrith Will Kenrith can be your commander.
Instant
Target creature gets +2/+2 until end of turn. If it's blocking, instead put two +1/+1 counters on it. Cycling {2} ({2}, Discard this card: Draw a card.)
Artifact Creature — Golem
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.)
Creature — Spider Monkey Scientist
Reach Whenever you roll a 4 or higher on a die, put a +1/+1 counter on this creature. {6}: Roll a six-sided die.
Creature — Elemental Spirit
Flying Menace (This creature can't be blocked except by two or more creatures.)
Enchantment — Aura
Enchant land Enchanted land is a 2/2 blue Elemental creature with flying. It's still a land. When enchanted land dies, return that card to its owner's hand.
Land
This land enters tapped. When this land enters, you gain 1 life. {T}: Add {R} or {W}.
Land
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.) This land enters tapped. {T}: Add {W}. {W}, {T}: You may play the exiled card without paying its mana cost if you attacked with three or more creatures this turn.
Creature — Bird Wizard
Flying Cycling {U} ({U}, Discard this card: Draw a card.) When you cycle this card, target creature gains flying until end of turn.
Creature — Cat Warrior
Flying When this creature enters, mill three cards and you gain 3 life.
Creature — Sphinx
Flying Whenever a creature with flying attacks, you may draw a card.
Creature — Bird
Flying, protection from blue
Creature — Elemental
Flying {W}: This creature gains vigilance until end of turn. {W}: This creature gets +0/+1 until end of turn. {U}: Switch this creature's power and toughness until end of turn. {U}: Return this creature to its owner's hand.
Creature — Fish
Flying Landfall — Whenever a land you control enters, this creature gets +2/+2 until end of turn.
Creature — Merfolk Wizard
Flying Whenever this creature deals combat damage to a player, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Creature — Human Wizard
Flying Whenever you cast an instant, sorcery, or Wizard spell, you may draw a card. If you do, discard a card.
Instant
Prevent all combat damage that would be dealt this turn. Ferocious — If you control a creature with power 4 or greater, instead prevent all combat damage that would be dealt this turn by creatures your opponents control.
Sorcery
Destroy all creatures that aren't enchanted. They can't be regenerated.
Instant
Return target nonland permanent to its owner's hand. Each player mills two cards.
Instant
Windstorm deals X damage to each creature with flying.