Inventory last scanned: 5/5/2026, 7:05:36 PM
Creature — Gnome Wizard
Mage Hand — {T}: Untap target permanent not named Clever Conjurer. Activate only as a sorcery.
Artifact — Equipment
When this Equipment enters, attach it to target creature you control. Equipped creature has flying. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
Creature — Kor Warrior
Instant
Prevent all combat damage that would be dealt this turn. Fateful hour — If you have 5 or less life, tap all attacking creatures. Those creatures don't untap during their controller's next untap step.
Instant
Each opponent sacrifices a creature of their choice with flying.
Creature — Human Spy
When this creature enters, choose beginning phase, first main phase, combat phase, postcombat main phase, or ending phase. Steal that phase from target player during their next turn. (That phase occurs as though it's your turn instead.)
Artifact Creature — Gnome
Adamant — When this creature enters, if at least three mana of the same color was spent to cast it, draw a card.
Artifact Creature — Gargoyle
When this creature enters, venture into the dungeon. (Enter the first room or advance to the next room.) As long as you've completed a dungeon, this creature gets +3/+0 and has flying.
Creature — Shapeshifter
You may have this creature enter as a copy of any creature on the battlefield.
Artifact Creature — Shapeshifter
Imprint — When this creature enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom of your library in any order. When this creature dies, turn the exiled card face up. If it's a creature card, put it onto the battlefield under your control.
Enchantment
Whenever a creature you control becomes blocked, this enchantment deals 1 damage to any target.
Instant
This spell costs {2} less to cast during your end step. Destroy target creature or planeswalker you don't control. Put a +1/+1 counter on up to one target creature you control.
Creature — Faerie
Flying (This creature can't be blocked except by creatures with flying or reach.) This creature can block only creatures with flying.
Creature — Human Scout
Flying When this creature enters, you gain 2 life and draw two cards.
Creature — Bird
Flying When this creature enters, destroy target enchantment. {W}: Target permanent becomes white until end of turn.
Land
{T}: Add {C}. {T}: Add {W} or {U}. This land doesn't untap during your next untap step.
Creature — Bird Mutant
Flying Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)
Enchantment
When this enchantment enters, it becomes an Aura with enchant creature. Manifest the top card of your library and attach this enchantment to 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.) Enchanted creature has flying and hexproof.
Creature — Elemental Wizard
Flying When this creature enters, draw a card.
Creature — Dinosaur
Mutate {3}{R} (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.) Reach Whenever this creature mutates, you may discard a card. If you do, draw a card.
Creature — Human Soldier
As long as you control a Bird, this creature gets +2/+2 and has flying.
Creature — Sphinx
Flying When this creature 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.)
Creature — Elemental
Flash Reach When this creature enters, it deals 2 damage to each creature with flying and each player. Evoke {2}{G}{G} (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
Enchantment
Whenever you cast a multicolored instant or sorcery spell, you may pay {1}. If you do, copy that spell. You may choose new targets for the copy.
Sorcery
Return target creature to its owner's hand. Awaken 3—{4}{U} (If you cast this spell for {4}{U}, also put three +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)
Creature — Elemental
When this creature enters, if you cast it from your hand, add {R}{R}{R}.
Creature — Boar Beast
Whenever this creature is dealt damage, it deals that much damage to each player.
Creature — Human Flagbearer
While an opponent is choosing targets as part of casting a spell they control or activating an ability they control, that player must choose at least one Flagbearer on the battlefield if able.
Sorcery
Draw two cards. Awaken 4—{5}{U} (If you cast this spell for {5}{U}, also put four +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)
Land
This land enters tapped. {T}: Add {W} or {U}.
Instant
Target creature gets +1/+2 and gains deathtouch until end of turn. (Any amount of damage it deals to a creature is enough to destroy it.)
Sorcery
You may reveal an Eldrazi card you own from outside the game or choose a face-up Eldrazi card you own in exile. Put that card into your hand.
Artifact — Equipment
Equipped creature has flying. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Instant — Trap
If a noncreature permanent under your control was destroyed this turn by a spell or ability an opponent controlled, you may pay {G} rather than pay this spell's mana cost. Create four 1/1 green Snake creature tokens.
Enchantment — Aura
Enchant creature you control When this Aura enters, tap enchanted creature and put three pupa counters on this Aura. Enchanted creature doesn't untap during your untap step if this Aura has a pupa counter on it. At the beginning of your upkeep, remove a pupa counter from this Aura. If you can't, sacrifice it, put a +1/+1 counter on enchanted creature, and that creature gains flying.
Creature — Human Cleric
Vigilance When this creature enters, if it was the second spell you cast this turn, put a +1/+1 counter on target creature.
Artifact
{T}: Target player mills a card. (They put the top card of their library into their graveyard.) {5}, {T}, Sacrifice this artifact: Return target card from your graveyard to your hand.
Creature — Zombie
Sacrifice two lands: Return this card from your graveyard to the battlefield. Activate only during your upkeep and only if you control a Swamp.
Instant
Exile target card from a graveyard. Flashback {B} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Artifact Creature — Gnome Rigger
Flying {4}: Reassemble target Contraption you control. (Move it onto another one of your sprockets.)
Creature — Lhurgoyf
Flying Cognivore's power and toughness are each equal to the number of instant cards in all graveyards.
Artifact Creature — Construct
Reach {2}, {T}: Put target card from a graveyard on the bottom of its owner's library.
Artifact Creature — Assembly-Worker
{7}: Create a token that's a copy of target artifact. That token gains haste. Exile it at the beginning of the next end step.
Creature — Snake Elf Druid
When this creature enters, reveal the top card of your library. If it's a land card, put it onto the battlefield. Otherwise, put that card into your hand.
Creature — Snake Ninja
Ninjutsu {1}{G} ({1}{G}, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.) Whenever this creature deals combat damage to a player, put a +1/+1 counter on target creature you control that doesn't have a +1/+1 counter on it.
Creature — Insect Worm
Coiling Woodworm's power is equal to the number of Forests on the battlefield.
Creature — Merfolk Rogue
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) Whenever this creature deals combat damage to a player, you may draw that many cards.
Creature — Turtle
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Enchantment
When this enchantment enters, exile the top seven cards of your library face down. You may look at the cards exiled with this enchantment, and you may play lands and cast spells from among those cards. Skip your draw step. You can't cast more than one spell each turn.
Enchantment
Domain — At the beginning of each player's upkeep, that player gains 1 life for each basic land type among lands they control. Then this enchantment deals 3 damage to that player.
Instant
As an additional cost to cast this spell, sacrifice a creature. Collateral Damage deals 3 damage to any target.
Instant // Instant