Inventory last scanned: 5/4/2026, 6:55:31 PM
Sorcery
Draw three cards, then put a card from your hand on the bottom of your library.
Legendary Creature — Merfolk Wizard
{3}: Target player mills three cards.
Sorcery
You draw three cards and you lose 3 life.
Instant
Target creature you control gets +1/+0 until end of turn. It deals damage equal to its power to target creature an opponent controls.
Creature — Orc Shaman
Whenever this creature or another creature you control enters, that creature gets +2/+2 until end of turn. Dash {3}{B} (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
Creature — Snake
Flash Deathtouch
Artifact — Equipment
Equipped creature gets +3/+0 and is every creature type. Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)
Creature — Salamander Wizard
{2}{U}: Target creature can't be blocked this turn.
Creature — Elemental
At the beginning of your upkeep, reveal cards from the top of your library until you reveal a creature card. Until your next turn, this creature's base power becomes twice that card's power and its base toughness becomes twice that card's toughness. Put the revealed cards on the bottom of your library in a random order.
Artifact
Whenever you become the target of a spell or ability an opponent controls, counter that spell or ability unless its controller pays {1}. Creature tokens get -1/-0.
Enchantment
At the beginning of your upkeep, if you control a blue or black permanent, target creature gets +1/+1 until end of turn. If you control a blue permanent and a black permanent, that creature gets +5/+5 until end of turn instead.
Creature — Snake
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
Creature — Human Wizard
When this creature enters, you may return target sorcery card from your graveyard to your hand.
Legendary Creature — Human Soldier
First strike, vigilance Heroic — Whenever you cast a spell that targets Anax and Cymede, creatures you control get +1/+1 and gain trample until end of turn.
Artifact — Equipment
When this Equipment enters, create a 1/1 white Soldier creature token, then attach this Equipment to it. Equipped creature gets +1/+1. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Artifact — Equipment
Whenever a Samurai or Warrior you control attacks alone, you may pay {1}. When you do, attach this Equipment to it. Equipped creature gets +2/+1. Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)
Artifact Creature — Golem
When this creature enters, return a nonland permanent you control to its owner's hand.
Sorcery
Put target creature on top of its owner's library. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Instant
Put a +1/+1 counter on target creature you control if it's legendary. Then it fights target creature an opponent controls. (Each deals damage equal to its power to the other.)
Creature — Dinosaur
Instant
Destroy target artifact. Flashback {G} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Creature — Dragon
Flying {R}: This creature deals 1 damage to target creature defending player controls. Activate only if this creature is attacking.
Creature — Hydra
Fading 5 (This creature enters with five fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.) {1}, Remove a fade counter from this creature: It deals 1 damage to any target.
Land
This land enters tapped. {T}: Add {U}. {T}, Sacrifice this land: Add {W}{B}.
Creature — Angel
Flying Delirium — Whenever this creature deals damage, if there are four or more card types among cards in your graveyard, exile target creature an opponent controls.
Creature — Angel
Flying When this creature enters, exile target player's graveyard.
Creature — Angel
Flying At the beginning of your upkeep, return target Spirit card from your graveyard to your hand.
Creature — Angel Ally
Flying When this creature enters, you gain 1 life for each creature you control.
Creature — Angel
Flying When this creature enters, you may exile target nonland permanent an opponent controls until this creature leaves the battlefield. Embalm {5}{W} ({5}{W}, Exile this card from your graveyard: Create a token that's a copy of it, except it's a white Zombie Angel with no mana cost. Embalm only as a sorcery.)
Creature — Angel
Flying When this creature enters, creatures you control get +1/+1 and gain vigilance until end of turn.
Creature — Angel
Flying Cycling {2} ({2}, Discard this card: Draw a card.)
Artifact
Whenever a player casts a white spell, you may gain 1 life.
Instant
You gain 7 life.
Artifact
Whenever a creature you control enters, you may have this artifact become a 3/3 white Angel artifact creature with flying until end of turn.
Sorcery
Put two +1/+1 counters on target creature. It gains vigilance, trample, lifelink, indestructible, and haste until end of turn. Flashback {2}{R}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Creature — Human Cleric
When this creature enters, target creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Enchantment
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) Whenever a creature you control attacks alone, you may tap target creature.
Creature — Angel Ally
Flying Whenever this creature attacks, it gets +1/+1 until end of turn for each other attacking Ally.
Sorcery
Exile target creature or enchantment.
Enchantment — Aura
Enchant creature When this Aura enters, draw a card. Enchanted creature has flying.
Creature — Angel Spirit
Flying {T}: Target attacking or blocking creature gets +1/+1 until end of turn.
Sorcery
As an additional cost to cast this spell, sacrifice a permanent. Exile target artifact, creature, or enchantment.
Creature — Angel
Flying At the beginning of each combat, choose first strike, vigilance, or lifelink. Creatures you control gain that ability until end of turn.
Creature — Wall
Defender (This creature can't attack.) Flying
Creature — Drake
Flying When this creature enters, you may return target creature to its owner's hand.
Sorcery
Destroy target creature. Angrath's Fury deals 3 damage to target player or planeswalker. You may search your library and/or graveyard for a card named Angrath, Minotaur Pirate, reveal it, and put it into your hand. If you search your library this way, shuffle.
Sorcery
Choose one — • Target player sacrifices an artifact of their choice. • Target player sacrifices a creature of their choice. • Target player sacrifices a planeswalker of their choice.
Legendary Planeswalker — Angrath
Creatures you control have menace. −2: 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.)
Instant
Exile target nonland permanent. You lose 3 life.
Enchantment — Aura
Enchant land Enchanted land has "{T}, Sacrifice a creature: You gain life equal to the sacrificed creature's toughness."
Sorcery
Reveal the top five cards of your library. An opponent chooses a creature card from among them. Put that card onto the battlefield and the rest into your graveyard.
Enchantment — Aura
Enchant artifact As long as enchanted artifact isn't a creature, it's an artifact creature with power and toughness each equal to its mana value.
Creature — Goblin Berserker
Haste Whenever this creature attacks, creatures you control gain first strike and deathtouch until end of turn.