Inventory last scanned: 5/4/2026, 6:13:41 PM
Legendary Creature — Zombie Elf Wizard
Trample Whenever Storrev deals combat damage to a player or planeswalker, return to your hand target creature or planeswalker card in your graveyard that wasn't put there this combat.
Creature — Dwarf Cleric
Lifelink
Creature — Faerie Wizard
Flying Whenever you cast an Adventure spell, draw a card.
Instant
Choose one — • Put two +1/+1 counters on target creature you control. • Put two lore counters on target Saga you control. The next time one or more enchantment creatures you control enter this turn, each enters with two additional +1/+1 counters on it.
Sorcery
Strangle deals 3 damage to target creature or planeswalker.
Land
This land enters tapped unless a player has 13 or less life. {T}: Add {B} or {G}.
Sorcery
Target opponent exiles a creature they control and their graveyard.
Sorcery
Look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard.
Creature — Djinn Monk
Flying Megamorph {1}{U} (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.) When this creature is turned face up, counter target instant or sorcery spell.
Sorcery
Target player mills four cards. You shuffle up to four cards from your graveyard into your library. Replicate {2}{U}{U} (When you cast this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.)
Creature — Merfolk Scout
{T}: Target Merfolk creature gets +1/+1 and gains islandwalk until end of turn. (It can't be blocked as long as defending player controls an Island.) {T}: Target land becomes an Island until end of turn.
Creature — Wraith
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.) Cycling—Pay 2 life. (Pay 2 life, Discard this card: Draw a card.)
Creature — Cat Citizen
Backup 1 (When this creature enters, put a +1/+1 counter on target creature. If that's another creature, it gains the following ability until end of turn.) This creature assigns combat damage equal to its toughness rather than its power.
Instant
Kicker {B} (You may pay an additional {B} as you cast this spell.) Creatures you control get +1/+1 until end of turn. If this spell was kicked, Zombie creatures you control get an additional +2/+2 until end of turn.
Sorcery
Choose target creature you control. Put a +1/+1 counter on it for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
Instant
Kicker {2}{W} (You may pay an additional {2}{W} as you cast this spell.) Target creature you control gets +2/+2 until end of turn. If this spell was kicked, put a +1/+1 counter on each creature you control.
Sorcery
Put two +1/+1 counters on each creature you control.
Artifact — Equipment
Equipped creature gets +1/+1 and has haste. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Legendary Creature — Human Ranger
Landfall — Whenever a land you control enters, target creature gets +1/+1 until end of turn. Then if that creature has power 4 or greater, it gains first strike until end of turn.
Instant
Return target creature to its owner's hand. Then that creature's controller may pay {U}{U}. If the player does, they may copy this spell and may choose a new target for that copy.
Creature — Serpent
Hexproof (This creature can't be the target of spells or abilities your opponents control.) Cycling {U} ({U}, Discard this card: Draw a card.)
Creature — Vampire Rogue
At the beginning of your end step, if an opponent lost life this turn, put a +1/+1 counter on target Vampire you control.
Creature — Vampire Horror
Discard a card: Vampires you control get +1/+1 until end of turn. Activate only once each turn.
Creature — Vampire Soldier
When this creature enters, put a +1/+1 counter on another target Vampire you control.
Creature — Vampire Horror
Trample Whenever this creature deals combat damage to a player, exile the top card of your library. Until end of turn, you may play that card. Madness {1}{R} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Enchantment
Kicker {G} and/or {W} (You may pay an additional {G} and/or {W} as you cast this spell.) When this enchantment enters, you gain 3 life for each time it was kicked. Whenever one or more creatures you control deal combat damage to a player, you may reveal the top card of your library and put it into your hand. If you do, you lose life equal to its mana value.
Sorcery
Destroy all artifacts, then Structural Assault deals damage to each creature equal to the number of artifacts that were put into graveyards from the battlefield this turn.
Sorcery
Put a +1/+1 counter on target creature you control. Then that creature fights up to one target creature you don't control. (Each deals damage equal to its power to the other.) 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 — Badger Beast Mount
Whenever this creature becomes saddled for the first time each turn, mill two cards, then this creature gets +X/+X until end of turn, where X is the number of creature cards in your graveyard. Saddle 2 (Tap any number of other creatures you control with total power 2 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.)
Enchantment — Aura
Flash Enchant artifact or creature When this Aura enters, tap enchanted permanent. Enchanted permanent doesn't untap during its controller's untap step and its activated abilities can't be activated.
Land
{T}: Add {C}. {1}, {T}: Add one mana of any color. When you spend this mana to cast your commander, scry X, where X is the number of times it's been cast from the command zone this game.
Artifact
{2}: This artifact becomes a 4/4 green Bear artifact creature until end of turn.
Instant
Target creature can't block this turn. Draw a card.
Creature — Spirit
Flying Sturmgeist's power and toughness are each equal to the number of cards in your hand. Whenever this creature deals combat damage to a player, draw a card.
Artifact Creature — Construct
Vigilance Ward {4} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {4}.) When this creature dies, add eight {C}. Until end of turn, you don't lose this mana as steps and phases end.
Legendary Creature — Human Shaman
Haste {1}: Another target creature with power 2 or less can't be blocked this turn. {1}{R}, {T}, Discard your hand: Until end of turn, whenever a creature you control with power 2 or less deals combat damage to a player, draw a card.
Land
This land enters tapped. {T}: Add {U} or {B}.
Instant
Choose one or both — • Target creature gets -1/-1 until end of turn. • Put a +1/+1 counter on target creature.
Creature — Elemental Incarnation
Flash Flying When this creature enters, choose up to one target creature spell or planeswalker spell. Its owner puts it on their choice of the top or bottom of their library. Evoke—Exile a blue card from your hand.
Land
This land enters tapped. {T}: Add {G} or {W}. {4}, {T}: Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Artifact — Vehicle
When this Vehicle enters, you may pay {G}. If you do, search your library for a basic land card, reveal it, put it into your hand, then shuffle. Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
Instant
You draw two cards and you lose 2 life.
Instant
Tap one or two target creatures an opponent controls. Put a stun counter on each of them. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Sorcery
Exile all nonland permanents target player controls. Return the exiled cards to the battlefield under their owner's control at the beginning of the next end step.
Instant
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) Target player sacrifices a creature of their choice.
Instant
Target creature gets +1/+3 until end of turn. Put a reach counter on it. Untap it.
Instant
Exile X target cards from target player's graveyard. For each card exiled this way, that player loses 1 life and you gain 1 life.
Enchantment — Aura
Flash Enchant creature or Food Enchanted permanent is a colorless Food artifact with "{2}, {T}, Sacrifice this artifact: You gain 3 life" and loses all other card types and abilities.
Instant
Target creature gets +3/+0 until end of turn. Draw a card.
Instant
Until end of turn, target creature or Vehicle becomes an artifact creature with base power and toughness 4/5. Draw a card.
Artifact
{T}: Add {B}, {G}, or {U}. {B}{G}{U}, {T}, Sacrifice this artifact: Draw a card.
Instant
Choose one — • Destroy target monocolored creature. • Destroy target artifact or enchantment. • Draw two cards, then discard a card.
Creature — Zombie Snake Druid
Deathtouch {1}: Add {B}, {G}, or {U}. Activate only once each turn.
Creature — Zombie Warrior
When this creature dies, manifest the top card of your library. (Put that card onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
Artifact
When this artifact enters, search your library for a basic Swamp, Forest, or Island card, reveal it, put it into your hand, then shuffle. {2}{B}{G}{U}, {T}, Sacrifice this artifact: Create two 2/2 black Zombie Druid creature tokens. Activate only as a sorcery.
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2. Enchanted creature has deathtouch as long as you control a green or blue permanent. (Any amount of damage it deals to a creature is enough to destroy it.)
Instant
Exile all other spells and counter all abilities.
Creature — Yeti
Reach When this creature enters, target creature can't block this turn.