Inventory last scanned: 5/13/2026, 7:05:47 PM
Creature — Drake
Flying Other creatures you control with flying get +1/+0.
Artifact Creature — Human Wizard
Lifelink (Damage dealt by this creature also causes you to gain that much life.) This creature has flying as long as an artifact card is in your graveyard.
Instant
Target player sacrifices an attacking creature of their choice. Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
Creature — Human Wizard
Soulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.) As long as this creature is paired with another creature, both creatures have flying.
Creature — Snake
Flash (You may cast this spell any time you could cast an instant.) Flying Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
Creature — Angel
Flying, vigilance Cycling {W} ({W}, Discard this card: Draw a card.)
Creature — Dinosaur
This creature enters with your choice of a flying counter or a hexproof counter on it. (A creature with hexproof can't be the target of spells or abilities your opponents control.)
Creature — Bird
Flying Raid — When this creature enters, if you attacked this turn, create a 3/4 white Bird creature token with flying. Whenever this creature attacks, you gain 1 life for each attacking creature.
Artifact — Equipment
Equipped creature has flying. Sacrifice this Equipment: Equipped creature can't be blocked this turn. Sacrifice it at the beginning of the next end step. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Kindred Instant — Shapeshifter
Changeling (This card is every creature type.) Until end of turn, target creature has base power and toughness 4/4, gains all creature types, and gains flying.
Instant
Target creature gets +1/+3 and gains flying until end of turn. Untap it.
Creature — Bird
Flying Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
Creature — Human Wizard
When this creature enters, put a flying counter on target non-Human creature you control. {2}{U}, {T}: Put a +1/+1 counter on each creature you control with flying.
Creature — Human Knight
Flying Heroic — Whenever you cast a spell that targets this creature, put a +1/+1 counter on this creature.
Sorcery
Tap X target creatures. Winter Blast deals 2 damage to each of those creatures with flying.
Snow Enchantment — Aura
Enchant creature When this Aura enters, tap enchanted creature. As long as you control another snow permanent, enchanted creature doesn't untap during its controller's untap step.
Instant
Choose one or both — • Tap target creature. • Winterflame deals 2 damage to target creature.
Land
This land enters tapped. {T}: Add {C}. {2}, {T}, Sacrifice this land: Tap two target lands.
Instant
Exile target enchantment. Cycling {3} ({3}, Discard this card: Draw a card.)
Artifact
{3}, {T}: Flip a coin. If you win the flip, create a 2/2 colorless Insect artifact creature token with flying named Wirefly. If you lose the flip, destroy all permanents named Wirefly.
Creature — Elf
Whenever another nontoken Elf enters, you may create a 1/1 green Insect creature token.
Instant
Target creature gets +X/+X until end of turn, where X is the number of Elves on the battlefield.
Creature — Elf
Whenever a Beast enters, you may draw a card.
Sorcery
You may play a card you own from outside the game this turn.
Creature — Merfolk
Defender {1}{U}: This creature loses defender and becomes a Human until end of turn.
Creature — Angel
Flying When this creature enters, you may exile another target creature you control, then return that card to the battlefield under its owner's control.
Creature — Merfolk Wizard
When this creature enters, draw a card.
Sorcery
Target player draws two cards, then discards four cards.
Sorcery
Target player discards their hand.
Creature — Human Cleric
{T}: This creature deals 1 damage to target player or planeswalker. {1}{W}{W}, {T}: Return target creature an opponent controls to its owner's hand.
Enchantment
{2}{B}, {T}: Destroy target creature that was dealt damage this turn.
Sorcery
Creatures of the creature type of your choice get -3/-3 until end of turn.
Artifact — Equipment
Equipped creature has "{1}, {T}: Scry 1." (To scry 1, look at the top card of your library, then you may put that card on the bottom.) Equip {1}
Artifact
When this artifact enters, 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.) {3}{U}, Sacrifice this artifact: Draw two cards.
Enchantment — Aura
Enchant creature you control Enchanted creature gets +2/+2 for each Aura and Equipment attached to it. All damage that would be dealt to you is dealt to enchanted creature instead.
Instant
Return target creature to its owner's hand. Then return another target creature to its owner's hand unless its controller pays {1}.
Land
This land enters tapped. {T}: Add {B} or {G}. {4}, {T}: Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Creature — Treefolk Warlock
Magecraft — Whenever you cast or copy an instant or sorcery spell, you gain 1 life.
Enchantment — Aura
Enchant creature Enchanted creature has base power 0 and has "At the beginning of your upkeep, you lose 1 life unless you sacrifice this creature."
Enchantment
At the beginning of the end step, if no creatures are on the battlefield, sacrifice this enchantment. {B}: This enchantment deals 1 damage to each creature and each player. Activate no more times each turn than the number of snow Swamps you control.
Instant
Target creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it. If its toughness is 0 or less, it still dies.)
Enchantment Creature — Sphinx
Flying {3}{U}: Scry 1.
Artifact — Book
{T}: Exile target instant or sorcery card from a graveyard. Roll a d20. Activate only as a sorcery. 1—9 | Copy that card. You may cast the copy. 10—19 | Copy that card. You may cast the copy by paying {1} rather than paying its mana cost. 20 | Copy each card exiled with this artifact. You may cast any number of the copies without paying their mana costs.
Land
{T}: Add {C}. {1}, {T}: Add {U}. {2}, {T}: Add {W} or {B}.
Creature — Faerie Rogue
Flying Players play with the top card of their libraries revealed.
Creature — Horror
When this creature enters, create a 0/1 white Goat creature token. Sacrifice another creature: Scry 1. Escape—{3}{B}{B}, Exile four other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.) This creature escapes with two +1/+1 counters on it.
Creature — Human Wizard
Radiance — {T}: This creature deals 1 damage to target creature and each other creature that shares a color with it.
Creature — Human Soldier
Battalion — Whenever this creature and at least two other creatures attack, this creature gains first strike until end of turn.
Creature — Angel Detective
Flying, vigilance At the beginning of your upkeep, investigate once for each opponent who has more cards in hand than you. (To investigate, create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Sorcery
Create three 1/1 green Boar creature tokens with "When this token dies, create a Food token." (A Food token is an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.")
Creature — Elemental
Multikicker {G} (You may pay an additional {G} any number of times as you cast this spell.) When this creature enters, create a 2/2 green Wolf creature token for each time it was kicked.
Artifact — Equipment
Equipped creature has "{T}: This creature deals 1 damage to any target" and "{T}: This creature deals 3 damage to target Werewolf creature." Equip {5}
Creature — Wolf Warrior
Flash (You may cast this spell any time you could cast an instant.) {1}{G}: Regenerate this creature.
Enchantment — Aura
Enchant creature When this Aura enters, create a 2/2 green Wolf creature token. Enchanted creature gets +2/+2.
Creature — Human Druid
{T}: Choose a creature card name. Reveal the top four cards of your library and put all of them with that name into your hand. Put the rest into your graveyard.