Inventory last scanned: 5/7/2026, 7:06:11 PM
Snow Creature — Angel Wizard
Flying, trample {S}{S}: This creature gets +2/+2 until end of turn. ({S} can be paid with one mana from a snow source.)
Legendary Creature — Human Warrior
Haktos attacks each combat if able. As Haktos enters, choose 2, 3, or 4 at random. Haktos has protection from each mana value other than the chosen number.
Creature — Human Elf Monk
Vigilance Stunning Strike — {1}{W}, {T}: Tap target creature.
Land
This land enters tapped. When this land enters, look at the top three cards of your library, then put them back in any order. {T}: Add {U}.
Creature — Human Wizard Ally
Whenever this creature or another Ally you control enters, target player mills X cards, where X is the number of Allies you control.
Creature — Human Wizard Ally
When this creature enters, you may return target card with awaken from your graveyard to your hand. Land creatures you control have flying.
Creature — Merfolk Soldier
Level up {2} ({2}: Put a level counter on this. Level up only as a sorcery.) LEVEL 1-4 0/6 LEVEL 5+ 6/6 Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
Creature — Lizard Shaman
Haste {1}{R}, {T}: Target creature can't block this turn.
Legendary Artifact
As Hall of Triumph enters, choose a color. Creatures you control of the chosen color get +1/+1.
Legendary Creature — Elf Archer
Trample Whenever you cast a spell, if that spell was kicked, put a +1/+1 counter on Hallar, then Hallar deals damage equal to the number of +1/+1 counters on it to each opponent.
Sorcery
Put all creatures on the bottom of their owners' libraries.
Enchantment
{W}{W}: Return target nonsnow land you control to its owner's hand.
Creature — Human Cleric
{T}: Prevent the next 2 damage that would be dealt to any target this turn. Threshold — {T}: Prevent the next 4 damage that would be dealt to any target this turn. Activate only if there are seven or more cards in your graveyard.
Creature — Avatar
Vigilance When this creature dies, create X 1/1 white Spirit creature tokens with flying, where X is the number of creature cards in your graveyard.
Creature — Demon
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) When this creature enters, destroy target Angel.
Creature — Human Warrior
Whenever this creature attacks or blocks, other Humans you control get +1/+1 until end of turn.
Creature — Giant Warrior
Whenever another creature enters, you may put X +1/+1 counters on this creature, where X is that creature's power.
Sorcery
Gain control of target creature until end of turn. Untap that creature and roll a six-sided die. Until end of turn, it gains haste and gets +X/+0, where X is the result.
Creature — Goblin Warrior
As this creature enters, roll a six-sided die. This creature enters with a number of +1/+1 counters on it equal to the result. Whenever you roll a die, remove all +1/+1 counters from this creature, then put a number of +1/+1 counters on it equal to the result.
Creature — Giant Warrior
{T}: This creature deals 4 damage to each creature without flying and each player.
Enchantment — Aura
Enchant creature When this Aura enters, target creature can't block this turn. Enchanted creature gets +1/+1 and has haste.
Creature — Giant Warrior
Echo {5}{R} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) When this creature enters, destroy target creature with flying.
Instant
Creatures your opponents control get -2/-0 until end of turn. Cycling {2} ({2}, Discard this card: Draw a card.)
Creature — Spirit
{1}{G}, Sacrifice this creature: Return target Arcane card from your graveyard to your hand.
Creature — Human Warrior
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
Legendary Artifact — Equipment
At the beginning of combat on your turn, equipped creature or a creature you control named Vecna gets +X/+X until end of turn, where X is the number of cards in your hand. Equip—Pay 1 life for each card in your hand. Equip {2}
Enchantment
As this enchantment enters, choose a player. When the chosen player's hands aren't touching each other, sacrifice this enchantment and that player sacrifices three permanents.
Sorcery
Tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step. Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
Artifact
{2}, {T}: Create a 2/2 colorless Homunculus creature token. It must be represented by a unique hand and two fingers at all times, or it ceases to exist.
Creature — Spirit
Flying When this creature enters, create a 1/1 white Spirit creature token with flying. {3}{W}, Exile this creature: Exile target creature.
Creature — Human Villain
As this creature enters, secretly note a word with six to eight letters. {1}: Target player who doesn't control this creature guesses the noted word or an unguessed letter in that word. If they guess wrong, put a +1/+1 counter on this creature. Any player may activate this ability. When a player guesses the noted word or all of its letters, sacrifice this creature.
Legendary Creature — Human Scout
Whenever Hans Eriksson attacks, reveal the top card of your library. If it's a creature card, put it onto the battlefield tapped and attacking defending player or a planeswalker they control. Otherwise, put that card into your hand. When you put a creature card onto the battlefield this way, it fights Hans Eriksson.
Instant
Target creature you control gains hexproof until end of turn. Remove all -1/-1 counters from it. (A creature with hexproof can't be the target of spells or abilities your opponents control.)
Enchantment
When this enchantment enters, choose four nonenchantment permanents you don't control and put an aim counter on each of them. At the beginning of your end step, if two or more permanents you don't control have an aim counter on them, destroy one of those permanents at random.
Creature — Human Wizard
Sacrifice this creature: Draw a card, then discard a card.
Enchantment
When this enchantment enters, each player gains 5 life and draws a card. At the beginning of your upkeep, if there are five colors among permanents you control, there are six or more card types among permanents you control and/or cards in your graveyard, and your life total is greater than or equal to your starting life total, you win the game.
Legendary Creature — Elf Warrior
Menace (This creature can't be blocked except by two or more creatures.) When Harald enters, look at the top five cards of your library. You may reveal an Elf, Warrior, or Tyvar card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Creature — Spirit
Protection from non-Spirit creatures Soulshift 4 (When this creature dies, you may return target Spirit card with mana value 4 or less from your graveyard to your hand.)
Creature — Dragon
Flying {2}{R}: This creature deals 1 damage to each creature without flying. {2}{G}: This creature deals 1 damage to each other creature with flying.
Creature — Serpent
Islandwalk (This creature can't be blocked as long as defending player controls an Island.) This creature can't attack unless there are five or more Islands on the battlefield.
Creature — Human Berserker
Whenever this creature attacks, the next spell you cast this turn costs {1} less to cast.
Sorcery
Target opponent gains control of target permanent you control.
Creature — Archon
Flying Non-Archon creatures have base power and toughness 3/3. When this creature enters, create two 1/1 white Human creature tokens.
Enchantment — Aura
Enchant land you control Enchanted land is a 4/5 green Spirit creature with vigilance and haste. It's still a land. If enchanted land would be destroyed, instead sacrifice this Aura and that land gains indestructible until end of turn.
Sorcery
Draw three cards.
Sorcery
Strive — This spell costs {2}{R} more to cast for each target beyond the first. Gain control of any number of target creatures until end of turn. Untap those creatures. They gain haste until end of turn.
Enchantment
Whenever you cast an instant or sorcery spell from your hand, you may cast target card with the same name as that spell from your graveyard. (You still pay its costs.)
Instant
Choose target creature. You get {E}{E}{E} (three energy counters), then you may pay any amount of {E}. Harnessed Lightning deals that much damage to that creature.
Enchantment
As this enchantment enters, choose a color. If an instant or sorcery spell of the chosen color would deal damage to you, it deals that damage to its controller instead.
Sorcery
Target opponent reveals their hand. You choose a creature card from it. That player discards that card. Scry 1.
Instant
Harsh Sustenance deals X damage to any target and you gain X life, where X is the number of creatures you control.
Creature — Spirit
When this creature enters, draw a card. Whenever you cast a Spirit or Arcane spell, you may return this creature to its owner's hand.
Instant
As an additional cost to cast this spell, exile X cards from your graveyard. Harvest Pyre deals X damage to target creature.
Enchantment Creature — Nymph
Constellation — Whenever this creature or another enchantment you control enters, prevent all damage that would be dealt to target creature this turn.