Inventory last scanned: 5/7/2026, 7:06:11 PM
Creature — Human Knight Ally
Rally — Whenever this creature or another Ally you control enters, creatures you control gain vigilance until end of turn.
Creature — Beast
Trample Landfall — Whenever a land you control enters, this creature gets +1/+1 until end of turn.
Creature — Vampire Cleric
When this creature enters, each opponent loses X life and you gain X life, 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 — Bat
Flying, deathtouch Whenever you gain life, this creature gets +1/+1 until end of turn.
Creature — Vampire Shaman Ally
Cohort — {T}, Tap an untapped Ally you control: You draw a card and you lose 1 life.
Artifact — Equipment
This Equipment enters with a soul counter on it. Equipped creature gets +1/+1 for each soul counter on this Equipment. Whenever equipped creature dies, put a soul counter on this Equipment. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Enchantment
{1}{B}{B}, Sacrifice a creature: Return target creature card from your graveyard to your hand.
Creature — Human Noble
{2}, Sacrifice an artifact or another creature: Put a +1/+1 counter on this creature.
Sorcery
All creatures get -2/-2 until end of turn. If a creature would die this turn, exile it instead.
Instant
Target creature gets +4/+4 until end of turn. Foretell {G} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Creature — Spider
Reach (This creature can block creatures with flying.)
Enchantment — Aura
Enchant creature Enchanted creature gets +3/+3 and has vigilance. Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Creature — Jellyfish
When this creature enters, return target creature to its owner's hand.
Sorcery
Add {R} for each tapped land your opponents control.
Instant
Counter target spell unless its controller pays {3}.
Artifact
{T}: Add {C}. {1}, {T}: Add one mana of any color.
Sorcery
Sacrifice any number of lands, then add that much {C}.
Creature — Leech
Flying Whenever this creature deals damage to a player, tap target land that player controls. That land doesn't untap during its controller's next untap step.
Artifact — Equipment
Domain — Equipped creature gets +1/+1 for each basic land type among lands you control. Equip {3}
Creature — Elemental Shaman
{1}: Add {B} or {R}. Activate no more than three times each turn.
Artifact Creature — Construct
{T}: Add {C}.
Creature — Ooze
Whenever you cast a spell, this creature gets +X/+X until end of turn, where X is that spell's mana value.
Artifact
This artifact enters tapped. This artifact has all activated abilities of all lands on the battlefield. You may spend mana as though it were mana of any color to pay the activation costs of this artifact's abilities.
Artifact — Contraption
Whenever you crank this Contraption, target creature gets -1/-1 until end of turn.
Legendary Creature — Human Wizard
{T}: Exile Mangara and target permanent.
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and can't block.
Creature — Mouse Soldier
Offspring {2} (You may pay an additional {2} as you cast this spell. If you do, when this creature enters, create a 1/1 token copy of it.) At the beginning of combat on your turn, target Mouse you control gains your choice of double strike or trample until end of turn.
Sorcery
Search your library for three cards, exile them, then shuffle. Draw a card.
Artifact Creature — Gargoyle
Defender This creature has indestructible as long as it has defender. {1}: Until end of turn, this creature loses defender and gains flying.
Creature — Skeleton
Haste {1}{B}: Regenerate this creature.
Creature — Manticore
Flash Flying Tail Spikes — When this creature enters, destroy target creature an opponent controls that was dealt damage this turn.
Artifact — Equipment
Equipped creature gets +1/+2. Whenever you draw your second card each turn, attach this Equipment to target creature you control. Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)
Sorcery
Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Bolster 1. (Choose a creature with the least toughness among creatures you control and put a +1/+1 counter on it.)
Creature — Elf Knight
Sacrifice a Food: Target creature blocks this creature this turn if able.
Creature — Human Rogue
This creature can't block and can't be blocked. You may cast this card from your graveyard as long as you control a black or green permanent.
Creature — Skeleton
{B}: Regenerate this creature. Megamorph {3}{B} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.)
Artifact
{T}: You gain 1 life.
Sorcery
Return any number of target Ally creature cards with total mana value 8 or less from your graveyard to the battlefield.
Instant
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Create X 1/1 white Soldier creature tokens with lifelink.
Sorcery
Return up to two target creature cards from your graveyard to your hand.
Creature — Human Rogue
Hexproof (This creature can't be the target of spells or abilities your opponents control.) Dethrone (Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1 counter on it.)
Creature — Human Rogue
Dethrone (Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1 counter on it.) Whenever this creature deals combat damage to a player, draw a card.
Creature — Human Rogue
Dethrone (Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1 counter on it.) {1}{U}{R}: Target creature you control gains haste until end of turn and can't be blocked this turn.
Instant
Choose one — • Mardu Charm deals 4 damage to target creature. • Create two 1/1 white Warrior creature tokens. They gain first strike until end of turn. • Target opponent reveals their hand. You choose a noncreature, nonland card from it. That player discards that card.
Creature — Human Warrior
Raid — When this creature enters, if you attacked this turn, create a 1/1 white Warrior creature token.
Creature — Goblin Scout
Dash {1}{R} (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 — Human Warrior
Whenever this creature attacks, each opponent loses 1 life. Dash {1}{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 — Human Warrior
Whenever this creature attacks, create a 2/1 black Warrior creature token. 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 — Orc Shaman
Raid — When this creature enters, if you attacked this turn, add {R}{W}{B}.
Creature — Human Warrior
Whenever this creature or another Warrior you control enters, you may exile target creature card from a graveyard. If you do, you gain 1 life.
Creature — Cat Warrior
Double strike
Enchantment — Aura
Enchant creature At the beginning of your upkeep, return enchanted creature and all Auras attached to that creature to their owners' hands.
Sorcery
Gain control of target creature until end of turn. Put a +1/+1 counter on it and untap it. That creature gains haste until end of turn. (It can attack and {T} this turn.)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and has lifelink.
Enchantment — Aura
Enchant land Whenever enchanted land is tapped for mana, its controller adds an additional two mana in any combination of colors.