Inventory last scanned: 5/5/2026, 7:05:36 PM
Sorcery
Create three 1/1 white Soldier creature tokens.
Artifact — Equipment
Equipped creature gets +2/+0, has menace, and is a Pirate in addition to its other creature types. Whenever this Equipment becomes unattached from a permanent, destroy that permanent. Equip {1}
Enchantment — Aura
Enchant creature At the beginning of your end step, clash with an opponent. If you win, gain control of enchanted creature. Otherwise, that player gains control of enchanted creature. (Each clashing player reveals the top card of their library, then puts that card on their choice of the top or bottom. A player wins if their card had a greater mana value.)
Sorcery
Return up to three target creatures to their owners' hands.
Creature — Unicorn
Constellation — Whenever an enchantment you control enters, tap target creature an opponent controls.
Creature — Vampire
Other Vampire creatures you control get +1/+1. Tap five untapped Vampires you control: Gain control of target creature. It becomes a Vampire in addition to its other types.
Enchantment — Aura
Flash (You may cast this spell any time you could cast an instant.) Enchant creature When this Aura enters, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step.
Sorcery
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.) You gain 4 life.
Enchantment — Aura
Enchant creature you don't control Enchanted creature can't attack. Whenever an opponent casts a spell, if it has a single target, change the target to enchanted creature if able.
Legendary Creature — Human Knight
When Caradora enters, you may search your library for a Mount or Vehicle card, reveal it, put it into your hand, then shuffle. If one or more +1/+1 counters would be put on a creature or Vehicle you control, that many plus one +1/+1 counters are put on it instead.
Enchantment — Aura
Enchant creature Enchanted creature gets +0/+2. Sacrifice this Aura: Regenerate enchanted creature.
Creature — Elf Artificer
Metalcraft — This creature gets +2/+2 as long as you control three or more artifacts.
Sorcery
Search your library for a basic land card, reveal it, put it into your hand, then shuffle. Morbid — You may put that card onto the battlefield instead of putting it into your hand if a creature died this turn.
Enchantment — Aura
Enchant artifact or creature As long as enchanted permanent is a creature, it gets +1/+3 and has reach and "{T}: Add {G}{G}." Channel — {1}{G}, Discard this card: Create a 1/1 green Human Monk creature token with "{T}: Add {G}."
Creature — Satyr Shaman
When this creature dies, it deals 2 damage to target creature or planeswalker an opponent controls.
Artifact
{3}, Sacrifice a creature: Draw a card.
Creature — Wurm
Bloodthirst 3 (If an opponent was dealt damage this turn, this creature enters with three +1/+1 counters on it.) Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
Instant // Sorcery
Creature — Dog Employee
{T}: You have thirty seconds to laud a creature you control to any people outside the game. Until end of turn, that creature gains trample and haste and gets +X/+0, where X is the number of those people who applauded. Activate only as a sorcery and only once.
Creature — Plant Wall
Defender
Creature — Zombie
At the beginning of your upkeep, tap this creature unless you pay 1 life.
Creature — Insect
{2}{B}, {T}: Exile up to three target cards from a single graveyard.
Instant
Create two 1/1 green Phyrexian Insect creature tokens with infect. (They deal damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
Creature — Zombie Wolf
Pay 1 life: This creature gets +2/-1 until end of turn.
Creature — Human Advisor
Sacrifice another creature: This creature gains protection from the color of your choice until end of turn.
Legendary Creature — Human Warrior
Whenever Carth enters or a planeswalker you control dies, look at the top seven cards of your library. You may reveal a planeswalker card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. Planeswalkers' loyalty abilities you activate cost an additional [+1] to activate.
Creature — Bird
Flying When this creature deals combat damage to a player who controls more lands than you, return it to its owner's hand. If you do, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle.
Enchantment — Aura Cartouche
Enchant creature you control When this Aura enters, you may put a -1/-1 counter on target creature. Enchanted creature gets +1/+1 and has lifelink.
Enchantment — Aura Cartouche
Enchant creature you control When this Aura enters, draw a card. Enchanted creature gets +1/+1 and has flying.
Enchantment — Aura Cartouche
Enchant creature you control When this Aura enters, create a 1/1 white Warrior creature token with vigilance. Enchanted creature gets +1/+1 and has first strike. (It deals combat damage before creatures without first strike.)
Enchantment — Aura Cartouche
Enchant creature you control When this Aura enters, you may have enchanted creature fight target creature an opponent controls. (Each deals damage equal to its power to the other.) Enchanted creature gets +1/+1 and has trample.
Enchantment — Aura Cartouche
Enchant creature you control When this Aura enters, target creature can't block this turn. Enchanted creature gets +1/+1 and has haste. (It can attack and {T} no matter when it came under your control.)
Land
{T}: Add {C}. {U/R}, {T}: Add {U}{U}, {U}{R}, or {R}{R}.
Creature — Merfolk Wizard
When this creature enters, scry X, where X is the number of creatures in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
Instant
Destroy target nonlegendary creature.
Enchantment
Flash When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield. Cycling {W} ({W}, Discard this card: Draw a card.)
Enchantment — Aura
Enchant creature Enchanted creature gets -2/-0 and can't block.
Sorcery
Target opponent reveals their hand. You choose a nonland card from it and exile that card.
Enchantment — Aura
Enchant creature When enchanted creature dies, draw three cards, then discard one of them.
Enchantment
Untapped creatures you control get +0/+2.
Land
{T}: Add {C}. {1}, {T}: Add {B}. {2}, {T}: Add {U} or {R}.
Artifact Creature — Construct
Vigilance When this creature enters, each player chooses an artifact, a creature, an enchantment, and a planeswalker from among the nonland permanents they control, then sacrifices the rest.
Creature — Crocodile
Instant
Draw two cards, then discard a card.
Sorcery // Sorcery
Artifact — Equipment
Equipped creature gets +0/+3 and has vigilance. Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)
Sorcery
As an additional cost to cast this spell, discard two cards. Draw three cards.
Artifact Creature — Phyrexian Wall
({W/P} can be paid with either {W} or 2 life.) Defender When this creature dies during combat, it deals 6 damage to each creature it blocked this combat.
Creature — Human Cleric
When this creature enters, you gain 3 life.
Artifact Creature — Construct
When this creature dies, add {C}{C}{C}.
Enchantment — Aura
Enchant creature Enchanted creature can't attack or block. When a Vehicle you control attacks, exile enchanted creature.
Sorcery
Adamant — If at least three black mana was spent to cast this spell, mill four cards. You may choose a creature card in your graveyard. If you do, return it to the battlefield with an additional +1/+1 counter on it.
Creature — Insect
Landfall — Whenever a land you control enters, you may have target creature get -1/-1 until end of turn.
Sorcery
Exile target land.
Enchantment — Aura
Enchant land Enchanted land has "{T}: Target player loses 3 life."
Creature — Sliver
All Slivers have "{1}, Sacrifice this permanent: This permanent deals 1 damage to any target." All Slivers have "{1}, Sacrifice this permanent: Prevent the next 1 damage that would be dealt to target player, planeswalker, or Sliver creature this turn."