Inventory last scanned: 5/7/2026, 7:06:11 PM
Legendary Creature — Human Faerie Scout
{1}{R}: If Kellan is a Scout, it becomes a Human Faerie Detective and gains "Whenever Kellan deals combat damage to a player, exile the top card of your library. You may play that card this turn." {2}{R}: If Kellan is a Detective, it becomes a 3/2 Human Faerie Rogue and gains double strike.
Creature — Cat Knight
Flying When this creature enters, you gain 2 life.
Legendary Creature — Cat Cleric
At the beginning of your upkeep, create a 2/2 white Cat creature token for each Equipment attached to Kemba.
Creature — Spirit
When this creature enters, target player discards a card. Whenever you cast a Spirit or Arcane spell, you may return this creature to its owner's hand.
Legendary Creature — Dinosaur Hippo
Companion — Your starting deck contains only cards with mana value 3 or greater and land cards. (If this card is your chosen companion, you may put it into your hand from outside the game for {3} as a sorcery.) When Keruga enters, draw a card for each other permanent you control with mana value 3 or greater.
Legendary Creature — Phyrexian Human Artificer
{T}, Sacrifice three other artifacts and/or creatures: Look at the top three cards of your library. Put two of them into your hand and the other into your graveyard. Partner (You can have two commanders if both have partner.)
Creature — Human Rogue
Whenever this creature attacks, create a 2/2 green Wolf creature token that's tapped and attacking for each creature card in your graveyard.
Creature — Spider
Reach (This creature can block creatures with flying.) Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
Artifact
{T}: Add {G}, {U}, or {R}. Cycling {2} ({2}, Discard this card: Draw a card.)
Artifact
{T}, Discard a card: Up to one target creature can't be blocked this turn. Whenever this artifact becomes untapped, you may pay {2}. If you do, draw a card.
Creature — Human Rogue
This creature can't be blocked. When this creature enters, return a creature you control to its owner's hand.
Artifact
When this artifact enters, return two lands you control to their owner's hand. {T}: Add two mana of any one color.
Creature — Jackal Warrior
Trample Other creatures you control have trample.
Creature — Zombie Jackal Warrior
Afflict 1 (Whenever this creature becomes blocked, defending player loses 1 life.)
Creature — Vampire
Whenever a creature you control with toughness 4 or greater dies, each opponent loses 2 life and you gain 2 life. {2}{B}, Sacrifice another creature: Put a +1/+1 counter on this creature.
Creature — Zombie Wizard
At the beginning of your upkeep, you may pay {2}{B}. If you do, return a creature card at random from your graveyard to the battlefield. It gains flying, trample, and haste. Exile that card at the beginning of your next end step. If it would leave the battlefield, exile it instead of putting it anywhere else.
Creature — Snake Wizard
Morph {4}{U}{U} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) When this creature is turned face up, counter target spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard. You may cast that card without paying its mana cost for as long as it remains exiled.
Sorcery
Put a +1/+1 counter on target creature. That creature gains haste until end of turn and can't be blocked by Walls this turn. Venture into the dungeon. (Enter the first room or advance to the next room.)
Creature — Insect
Flying {G}: This creature gets +1/+1 until end of turn.
Enchantment
At the beginning of your upkeep, reveal the top card of your library. If it's a creature card, put it onto the battlefield. That creature gains haste until end of turn. Sacrifice it at the beginning of the next end step.
Instant
Destroy target creature with power X or less.
Creature — Elemental Beast
Whenever you cast an instant or sorcery spell, this creature gets +3/+0 until end of turn.
Sorcery
Create an X/X black and green Spirit Warrior creature token, where X is the greatest toughness among creatures you control.
Creature — Human Warrior
{2}: Regenerate this creature. Morph {G} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)
Sorcery
Discard a card at random. If you do, Kindle the Carnage deals damage equal to that card's mana value to each creature. You may repeat this process any number of times.
Artifact Creature — Cyborg Artificer
Spells you cast that refer to artifacts or Contraptions in their rules text cost {1} less to cast.
Enchantment
As this enchantment enters, choose a creature type. {1}{W}: Put a divinity counter on target creature you control of the chosen type. Each creature you control with a divinity counter on it has indestructible.
Legendary Artifact
{5}, {T}, Sacrifice Kindslaver: A person outside the game controls target player during that player's next turn. Neither player may advise that person until the end of that turn.
Creature — Human Shaman
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.) Kinetic Augur's power is equal to the number of instant and sorcery cards in your graveyard. When this creature enters, discard up to two cards, then draw that many cards.
Sorcery
Until end of turn, target creature gets +1/+1 for each creature you control and gains trample. It must be blocked this turn if able.
Creature — Thrull
Flying Extort (Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain that much life.)
Creature — Dinosaur
Flying Creatures your opponents control enter tapped.
Creature — Kithkin Soldier
When this creature enters, put a +1/+1 counter on target creature. Encore {2}{W} ({2}{W}, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
Creature — Leviathan
When this creature enters, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Instant
Strive — This spell costs {U} more to cast for each target beyond the first. Return any number of target enchantments to their owners' hands.
Creature — Merfolk
{T}: Untap another target permanent.
Creature — Ape
This creature gets +1/+2 as long as you control a Forest.
Enchantment — Aura
Enchant creature Enchanted creature can't attack. Threshold — Enchanted creature can't block as long as there are seven or more cards in your graveyard.
Sorcery
Destroy all creatures. They can't be regenerated. Threshold — If there are seven or more cards in your graveyard, instead destroy all creatures, then create two 1/1 white Spirit creature tokens with flying. Creatures destroyed this way can't be regenerated.
Creature — Ouphe
When this creature enters, you gain 2 life. Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
Artifact — Equipment
Equipped creature gets +0/+3. Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)
Creature — Kor Soldier
As long as this creature is equipped, it gets +1/+1 and has flying.
Creature — Kor Cleric
Kicker {2}{W} (You may pay an additional {2}{W} as you cast this spell.) Flying When this creature enters, if it was kicked, tap up to two target creatures.
Creature — Human Pirate
This creature has flying as long as it's attacking.
Creature — Human Pirate
Flying When this creature enters, target opponent reveals their hand. You choose a noncreature, nonland card from it. Exile that card until this creature leaves the battlefield.
Creature — Kor Scout
Flying
Creature — Human Pirate
Flying Whenever this creature attacks, another target creature attacking the same player or planeswalker gains flying until end of turn. Encore {4}{U} ({4}{U}, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
Enchantment — Aura
Enchant creature Enchanted creature can't be blocked by creatures with power 3 or greater. Sacrifice this Aura: The next time a source of your choice would deal damage to enchanted creature this turn, prevent that damage.
Creature — Kithkin Soldier
As long as you control a Giant, this creature gets +1/+1 and has first strike.
Creature — Fox Samurai
First strike Bushido 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
Creature — Fox Cleric
{T}: Tap target Spirit.