Inventory last scanned: 5/6/2026, 7:39:52 PM
Instant
Target creature gets +3/+1 and gains lifelink until end of turn. (Damage dealt by the creature also causes its controller to gain that much life.)
Creature — Goblin Warrior
{3}{G}: Roll a six-sided die. This creature gets +X/+X until end of turn, where X is the result. Whenever you roll a 5 or higher on a die, this creature gains trample until end of turn.
Enchantment
When this enchantment enters, draw a card. Cards in graveyards can't be the targets of spells or abilities.
Creature — Sliver
Sliver creatures you control have trample. (A creature with trample can deal excess combat damage to the player or planeswalker it's attacking.)
Creature — Human Druid
{1}{G}: Return target basic land card from your graveyard to your hand.
Creature — Elemental
Trample Landfall — Whenever a land you control enters, this creature gets +2/+2 until end of turn.
Land
{T}: Add {C}. {3}{G}{W}, {T}, Tap two untapped creatures you control, Sacrifice this land: Create an 8/8 green and white Elemental creature token with vigilance.
Instant
Target creature gets +3/+3 until end of turn. It gets an additional +2/+2 until end of turn for each card named Growth Cycle in your graveyard.
Sorcery
Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Create a 0/1 colorless Eldrazi Spawn creature token. It has "Sacrifice this token: Add {C}."
Creature — Elf Crab Warrior
{2}{G}: Adapt 2. (If this creature has no +1/+1 counters on it, put two +1/+1 counters on it.) Whenever one or more +1/+1 counters are put on this creature, you may search your library for a card named Growth-Chamber Guardian, reveal it, put it into your hand, then shuffle.
Creature — Zombie Wizard
Whenever players finish voting, each opponent who voted for a choice you didn't vote for loses 2 life.
Enchantment — Aura
Enchant creature Enchanted creature has intimidate. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.)
Sorcery
Put target creature card from an opponent's graveyard onto the battlefield under your control. It gains haste. Exile it at the beginning of the next end step. If that creature would leave the battlefield, exile it instead of putting it anywhere else.
Sorcery
Each opponent loses 1 life for each creature you control.
Sorcery
Choose a creature card with mana value 1 in your graveyard, then do the same for creature cards with mana value 2 and 3. Return those cards to the battlefield.
Creature — Orc Warrior
When this creature enters, it deals damage to target opponent or planeswalker equal to the number of creatures you control.
Sorcery
Until end of turn, colorless creatures you control gain "{T}: This creature deals damage equal to its power to target creature."
Creature — Satyr Warrior
Trample When this creature enters, if it isn't a token, create two tokens that are copies of it. When this creature dies, put a number of +1/+1 counters equal to its power on each creature you control named Gruff Triplets.
Legendary Creature — Ape Warrior
Kicker {3} (You may pay an additional {3} as you cast this spell.) If Grunn was kicked, it enters with five +1/+1 counters on it. Whenever Grunn attacks alone, double its power and toughness until end of turn.
Instant
Choose one — • Creatures without flying can't block this turn. • Gain control of all permanents you own. • Gruul Charm deals 3 damage to each creature with flying.
Artifact
{T}: Add {R} or {G}. {R}{G}, {T}, Sacrifice this artifact: Draw a card.
Land — Gate
This land enters tapped. {T}: Add {R} or {G}.
Artifact
{T}: Add {R} or {G}. {R}{G}: This artifact becomes a 3/2 red and green Beast artifact creature with trample until end of turn.
Artifact
{T}: Add {R} or {G}. {R/G}{R/G}{R/G}{R/G}, {T}, Sacrifice this artifact: Draw two cards.
Creature — Beast
Whenever this creature or another creature you control enters, that creature fights target creature an opponent controls.
Land
This land enters tapped. When this land enters, return a land you control to its owner's hand. {T}: Add {R}{G}.
Enchantment
Attacking creatures you control get +1/+0 and have menace.
Creature — Dog
{2}{W}, {T}: Choose a permanent you control. Prevent all combat damage target creature would deal this turn if it shares a color with that permanent.
Creature — Jellyfish
Defender, flying Prevent all combat damage that would be dealt to this creature.
Instant
Prevent the next X damage that would be dealt to any target this turn. Until end of turn, you may pay {1} any time you could cast an instant. If you do, prevent the next 1 damage that would be dealt to that permanent or player this turn.
Creature — Shapeshifter
Changeling (This card is every creature type.) When this creature enters, put a +1/+1 counter on target creature.
Creature — Dragon
Backup 1 (When this creature enters, put a +1/+1 counter on target creature. If that's another creature, it gains the following abilities until end of turn.) Flying Whenever this creature attacks, return target nonland permanent card with mana value X or less from your graveyard to the battlefield, where X is this creature's power.
Creature — Sphinx
Flying Landfall — Whenever a land you control enters, tap target creature an opponent controls. If that land is an Island, that creature doesn't untap during its controller's next untap step.
Creature — Angel
Flying This creature can block any number of creatures. Whenever this creature blocks, it gets +1/+1 until end of turn for each creature it's blocking.
Creature — Human Soldier
Defender (This creature can't attack.) Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
Artifact Creature — Golem
Defender (This creature can't attack.)
Creature — Moonfolk Samurai
Defender Modified creatures you control can attack as though they didn't have defender. (Equipment, Auras you control, and counters are modifications.)
Artifact — Contraption
Whenever you crank this Contraption, target creature gets -X/-X until end of turn, where X is the number of creature cards in its controller's graveyard.
Instant
Target creature gets +1/+0 and gains first strike until end of turn. Draw a card.
Sorcery
Put a +1/+1 counter on target creature. Learn. (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.)
Enchantment
At the beginning of your upkeep, target opponent reveals the top three cards of their library, may put a creature card from among them onto the battlefield, then puts the rest into their graveyard. You do the same with the top three cards of your library. If two creatures are put onto the battlefield this way, those creatures fight each other.
Artifact
When this artifact enters, draw a card. {2}, {T}, Sacrifice this artifact: Add two mana of different colors.
Creature — Orc Rogue
Whenever this creature deals combat damage to a player, put a +1/+1 counter on it. Cunning Action — {3}{U}: This creature can't be blocked this turn.
Creature — Zombie Fish
Delve (Each card you exile from your graveyard while casting this spell pays for {1}.)
Creature — Bat
Flying, first strike, haste
Creature — Gus
This creature enters with a +1/+1 counter on it for each Magic game you have lost to one of your opponents since you last won a game against them.
Creature — Human Wizard
You may exert this creature as it attacks. When you do, it gets +1/+1 and gains flying until end of turn. (An exerted creature won't untap during your next untap step.)
Sorcery
This spell costs {2} less to cast if you control a creature with flying. Return target nonland permanent you don't control to its owner's hand. Draw a card.
Creature — Bird Soldier
Flying Whenever a creature you control becomes blocked, you may untap that creature and remove it from combat.
Enchantment
Whenever a nontoken creature you control dies, put a slime counter on this enchantment, then create a green Ooze creature token with "This token's power and toughness are each equal to the number of slime counters on Gutter Grime."
Creature — Goblin Shaman
Whenever you cast an instant or sorcery spell, this creature deals 2 damage to each opponent.
Creature — Demon Spirit
Trample At the beginning of your upkeep, discard a card if you don't control an Ogre.
Creature — Crocodile
When this creature dies, put a +1/+1 counter on target creature you control.
Creature — Vampire
Flying Landfall — Whenever a land you control enters, other creatures you control get +1/+0 until end of turn. If that land is a Swamp, those creatures get +2/+0 until end of turn instead.
Creature — Specter
Flying This creature gets +3/+3 as long as an opponent has no cards in hand. Whenever this creature deals combat damage to a player, that player discards a card.