Inventory last scanned: 5/6/2026, 7:39:52 PM
Instant
Put two +1/+1 counters on target creature and untap it.
Creature — Human Warrior
At the beginning of your end step, bolster X, where X is the number of tapped creatures you control. (Choose a creature with the least toughness among creatures you control and put X +1/+1 counters on it.)
Creature — Human Druid
Magecraft — Whenever you cast or copy an instant or sorcery spell, put a +1/+1 counter on this creature. {4}{G}{G}: Double the number of +1/+1 counters on this creature.
Instant
Until end of turn, target creature you control becomes a blue and red Dragon with base power and toughness 4/4, loses all abilities, and gains flying. Overload {3}{U}{U}{R}{R} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Creature — Bird Soldier
Flying, protection from Dragons
Sorcery
Spend only black mana on X. Drain Life deals X damage to any target. You gain life equal to the damage dealt, but not more life than the player's life total before the damage was dealt, the planeswalker's loyalty before the damage was dealt, or the creature's toughness.
Sorcery
Destroy target land. You gain 2 life.
Creature — Rat
When this creature dies, you may pay {B}. If you do, target player discards a card.
Enchantment
Whenever you cycle or discard a card, you may pay {1}. If you do, create a 2/2 blue Drake creature token with flying.
Enchantment — Aura
Enchant creature Enchanted creature gets +3/+3 and has flying. Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Creature — Zombie
This creature enters with X +1/+1 counters on it, where X is the number of creature cards in all graveyards. {2}{B}, Remove a +1/+1 counter from this creature: Target creature gets -1/-1 until end of turn.
Creature — Lizard Drake
Flying, trample
Instant
Return target creature to its owner's hand. You gain 2 life.
Artifact Creature — Construct
When this creature enters, for each kind of counter on target permanent, put another counter of that kind on it or remove one from it.
Creature — Vampire Shaman Ally
Cohort — {T}, Tap an untapped Ally you control: Create a tapped 2/2 black Zombie creature token.
Creature — Vampire Rogue
When this creature enters, target creature an opponent controls gets -X/-X until end of turn, where X is the number of creatures in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
Creature — Human Cleric
Whenever you cycle another card, you gain 1 life. Cycling {1} ({1}, Discard this card: Draw a card.)
Creature — Human Wizard
Whenever you cycle another card, this creature deals 1 damage to each opponent. Cycling {1} ({1}, Discard this card: Draw a card.)
Creature — Zombie Cleric
Boast — {3}{B}: Return target creature card from your graveyard to your hand. (Activate only if this creature attacked this turn and only once each turn.)
Creature — Zombie Rogue
When this creature enters, look at the top card of target player's library. You may put that card into their graveyard.
Sorcery
Look at the top seven cards of your library. Put two of them into your hand and the rest on the bottom of your library in a random order.
Creature — Demon
When this creature enters, if you cast it from your hand, destroy all creatures your opponents control, then tap all other creatures you control.
Creature — Eldrazi
Devoid (This card has no color.) {3}{C}, Exile a creature card from your graveyard: Target opponent loses life equal to the exiled card's power. ({C} represents colorless mana.)
Creature — Eldrazi Drone
When this creature enters, create two 0/1 colorless Eldrazi Spawn creature tokens. They have "Sacrifice this token: Add {C}."
Creature — Spirit Knight
{1}{B}, {T}, Exile a creature card from your graveyard: Target opponent loses 3 life.
Creature — Shade
{B}: This creature gets +1/+1 until end of turn.
Creature — Zombie Horror
Whenever a creature dealt damage by this creature this turn dies, return it to the battlefield under your control. That creature is a black Zombie in addition to its other colors and types.
Land
{T}: Add {C}. {4}: This land becomes a 4/2 Golem artifact creature until end of turn. It's still a land.
Enchantment — Aura
Enchant creature Enchanted creature can't attack or block. {2}{W}: Exile enchanted creature.
Creature — Zombie Wizard
Trample Whenever this creature attacks, you may cast target instant or sorcery card with mana value less than or equal to this creature's power from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead.
Creature — Zombie Warrior
Haste Whenever this creature deals combat damage to a player or planeswalker, put a +1/+1 counter on this creature. When this creature dies, it deals damage equal to its power to any target.
Creature — Zombie Jackal Warrior
When this creature enters, amass Zombies 2. (Put two +1/+1 counters on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.) Zombie tokens you control have trample.
Land
{T}: Add {C}. {1}, {T}: Put a storage counter on this land. {1}, Remove X storage counters from this land: Add X mana in any combination of {U} and/or {B}.
Sorcery
Target player mills X cards, where X is the number of lands you control.
Creature — Wurm Horror
Landfall — Whenever a land you control enters, this creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Sorcery
Draw three cards, then put two cards from your hand both on top of your library or both on the bottom of your library.
Creature — Human Soldier
Whenever this creature blocks or becomes blocked by a creature, this creature and that creature phase out. (While they're phased out, they're treated as though they don't exist. Each one phases in before its controller untaps during their next untap step.)
Enchantment — Aura
Enchant permanent You can't choose an untapped permanent as this spell's target as you cast it. You control enchanted permanent.
Creature — Illusion
When this creature enters, return a permanent you control to its owner's hand.
Creature — Faerie Rogue
Flying When this creature enters, draw a card if you've cast another blue spell this turn.
Creature — Bird
Flying {T}: Target land becomes the basic land type of your choice until end of turn.
Creature — Sphinx
Flying, lifelink Whenever you draw a card, this creature gets +1/+0 until end of turn. Whenever this creature attacks, draw a card. Discard a card: This creature gains hexproof until end of turn. Tap it.
Instant
Target player mills three cards. Flashback {1}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Creature — Siren Pirate
Flash Flying This creature can block only creatures with flying. When this creature enters, if you control another Pirate, tap up to two target nonland permanents.
Creature — Spirit
Whenever you cast a Spirit or Arcane spell, you may sacrifice this creature. If you do, draw a card.
Enchantment
{1}{U}: Return target white or black creature card from your graveyard to the battlefield. That creature gains "Cumulative upkeep {2}." If the creature would leave the battlefield, exile it instead of putting it anywhere else. (At the beginning of its controller's upkeep, that player puts an age counter on it, then sacrifices it unless they pay its upkeep cost for each age counter on it.)
Enchantment Creature — Minotaur Shaman
At the beginning of your end step, you may pay {2}{R} and sacrifice a nonland permanent. If you do, reveal cards from the top of your library until you reveal a nonland permanent card. Put that card onto the battlefield and the rest on the bottom of your library in a random order.
Token Creature — Zombie Human Wizard
Menace Whenever Dreamstealer deals combat damage to a player, that player discards that many cards.
Artifact
{T}: Add {C}{C}{C}. {3}, {T}, Sacrifice this artifact: Draw three cards.
Creature — Elemental Bird
Mutate {3}{U} (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.) Flying Whenever this creature mutates, draw a card.
Sorcery
Each opponent chooses a creature card in their graveyard. Put those cards onto the battlefield under your control.
Creature — Plant Zombie
Haste Scavenge {3}{B}{G} ({3}{B}{G}, Exile this card from your graveyard: Put a number of +1/+1 counters equal to this card's power on target creature. Scavenge only as a sorcery.)
Creature — Zombie
Unearth {B} ({B}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)