Inventory last scanned: 4/27/2026, 2:23:28 AM
Sorcery
Roll two d8 and choose one result. Draw cards equal to that result. Then you may cast an instant or sorcery spell with mana value less than or equal to the other result from your hand without paying its mana cost.
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 and has flying.
Instant
Look at the top four cards of your library. You may reveal an instant or sorcery card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. Flashback {3}{U}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Creature — Elf Wizard
Search the Room — {5}{U}: Roll a d20. 1—9 | Draw a card. 10—20 | Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
Instant
Target creature gets -4/-0 until end of turn. 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 — Aura
Enchant creature (Target a creature as you cast this. This card enters attached to that creature.) Enchanted creature gets +2/+2 and has "{T}: This creature deals 1 damage to any target."
Legendary Creature — Wizard
{T}: Draw three cards. {2}{U}{U}: Return Arcanis to its owner's hand.
Artifact Creature — Bird
Flying When this creature enters, look at the top four cards of your library. You may reveal an artifact or enchantment card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Artifact Creature — Bird
Flying Modular 3 (This creature enters with three +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.) Whenever another artifact you control enters, target creature an opponent controls gets -1/-1 until end of turn.
Artifact Creature — Soldier
{T}, Remove X +1/+1 counters from this creature: It deals X damage to target attacking or blocking creature. Modular 1 (This creature enters with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
Artifact Creature — Cat
Lifelink Modular 1 (This creature enters with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
Artifact Creature — Assembly-Worker
Modular 2 (This creature enters with two +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
Artifact Creature — Cat Soldier
First strike When this creature enters, put a +1/+1 counter on each other artifact creature you control. Modular 2 (This creature enters with two +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
Artifact Creature — Cat
Modular 4 (This creature enters with four +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.) Riot (This creature enters with your choice of an additional +1/+1 counter or haste.)
Artifact Creature — Dog
Menace Modular 2 (This creature enters with two +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.) Whenever you cast a spell other than your first spell each turn, put a +1/+1 counter on this creature.
Creature — Human Wizard
When this creature enters, return target instant or sorcery card from your graveyard to your hand.
Creature — Human Wizard
When this creature enters, return target artifact card from your graveyard to your hand.
Legendary Creature — Turtle Shaman
As long as Archelos is tapped, other permanents enter tapped. As long as Archelos is untapped, other permanents enter untapped.
Creature — Human Cleric
Lifelink (Damage dealt by this creature also causes you to gain that much life.) When this creature enters, if it entered from your graveyard or you cast it from your graveyard, exile it. If you do, create a 5/5 black Demon creature token with flying.
Creature — Zombie Cleric
Whenever this creature or another Zombie you control dies, look at the top card of your library. If it's a Zombie card, you may reveal it and put it into your hand. If you don't put the card into your hand, you may put it into your graveyard.
Creature — Elf Artificer Druid
Landfall — Whenever a land you control enters, you get {E} (an energy counter). Pay eight {E}: Create a 6/6 colorless Beast artifact creature token.
Artifact Creature — Human Wizard
When this creature enters, look at the top three cards of target player's library, then put them back in any order. Cycling {U/B} ({U/B}, Discard this card: Draw a card.)
Creature — Dragon Wizard
Flying Ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.) When this creature enters, scry 2.
Creature — Salamander Mount
Whenever this creature deals combat damage to a player, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. That card gains flashback {0} until end of turn instead if this creature is saddled. (You may cast that card from your graveyard for its flashback cost. Then exile it.) Saddle 3
Creature — Archon
Flying Protection from white (This creature can't be blocked, targeted, dealt damage, enchanted, or equipped by anything white.) Creatures can't attack you or planeswalkers you control unless their controller pays {1} for each of those creatures.
Creature — Archon
Flying When this creature enters, you become the monarch. As long as you're the monarch, damage doesn't cause you to lose life. (When a creature deals combat damage to you, its controller still becomes the monarch.)
Creature — Angel
Flying When this creature enters, you gain 2 life for each Gate you control.
Land
This land enters tapped. When this land enters, sacrifice it unless you pay {1}. {T}: Add one mana of any color.
Snow Artifact
({S} can be paid with one mana from a snow source.) When this artifact enters, draw a card. {1}, {T}: Add one mana of any color.
Creature — Human Cleric Archer
Reach, lifelink Outlast {G/W} ({G/W}, {T}: Put a +1/+1 counter on this creature. Outlast only as a sorcery.) Each other creature you control without a +1/+1 counter on it has outlast {G/W}.
Creature — Human Wizard
When this creature enters, add {R} for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
Creature — Human Shaman
When this creature enters, return target instant or sorcery card from your graveyard to your hand.
Creature — Human Soldier
Metalcraft — This creature gets +2/+2 as long as you control three or more artifacts.
Creature — Human Knight
Adamant — If at least three white mana was spent to cast this spell, this creature enters with a +1/+1 counter on it.
Artifact Creature — Phyrexian Masticore
First strike, protection from multicolored At the beginning of your upkeep, sacrifice this creature unless you discard a card. When you discard a card this way, destroy target nonland permanent an opponent controls with mana value less than or equal to the mana value of the discarded card.
Creature — Human Kor Soldier
Affinity for creatures (This spell costs {1} less to cast for each creature you control.) Vigilance (Attacking doesn't cause this creature to tap.)
Sorcery
Return target artifact card from your graveyard to the battlefield.
Creature — Human Scout
When this creature enters, create a tapped Powerstone token. (It's an artifact with "{T}: Add {C}. This mana can't be spent to cast a nonartifact spell.")
Land — Desert
This land enters tapped. When this land enters, return a land you control to its owner's hand. If another Desert was returned this way, surveil 1. (Look at the top card of your library. You may put it into your graveyard.) {T}: Add {C}{C}.
Creature — Wolf
This creature can't be blocked by creatures with power 2 or less.
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and has trample. Whenever enchanted creature deals damage, you gain that much life.
Creature — Dragon
Flying When this creature enters, distribute three +1/+1 counters among one, two, or three target creatures you control.
Instant
Vehicles you control become artifact creatures until end of turn. Choose a Dwarf you control. Attach any number of Equipment you control to it.
Artifact Creature — Equipment Beast
Ward {2} (Whenever this permanent becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.) Equipped creature gets +2/+1 and has ward {2}. Reconfigure {4} ({4}: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
Artifact
{2}, {T}, Sacrifice this artifact: Search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle.
Legendary Artifact Creature — Golem
Whenever Armix attacks, you may discard a card. When you do, target creature defending player controls gets -X/-X until end of turn, where X is the number of artifacts you control plus the number of artifact cards in your graveyard. Partner (You can have two commanders if both have partner.)
Creature — Elf Artificer
When this creature enters, draw a card for each creature you control with a +1/+1 counter on it.
Creature — Armadillo
Ward {1} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {1}.) {3}{W}: This creature gets +X/+0 until end of turn, where X is its toughness.
Creature — Phyrexian Beast
This creature gets +3/+0 as long as it has three or more oil counters on it. {T}: Add one mana of any color. Whenever this creature becomes tapped, exile target card from a graveyard and put an oil counter on this creature.
Artifact Creature — Construct
Prevent all combat damage that would be dealt to this creature by creatures blocking it.
Creature — Orc Warrior
As long as this creature is equipped, it has menace. (It can't be blocked except by two or more creatures.)
Artifact — Equipment
Whenever equipped creature attacks, put a +1/+1 counter on it. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)