Inventory last scanned: 4/27/2026, 6:15:19 PM
Sorcery
This spell costs {1} less to cast for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.) Search your library for a card, put it into your hand, then shuffle. If you have a full party, you may cast a spell with mana value 4 or less from your hand without paying its mana cost.
Enchantment
Whenever a creature becomes the target of a spell or ability, return that creature to its owner's hand. (It won't be affected by the spell or ability.)
Enchantment
Nonwhite creatures with power 3 or greater don't untap during their controllers' untap steps.
Instant
Crackling Doom deals 2 damage to each opponent. Each opponent sacrifices a creature with the greatest power among creatures that player controls.
Creature — Drake
Flying Crackling Drake's power is equal to the total number of instant and sorcery cards you own in exile and in your graveyard. When this creature enters, draw a card.
Enchantment
Whenever you gain life, you may pay {1}{W}. If you do, put a +1/+1 counter on target creature for each 1 life you gained.
Creature — Human Pirate
Flash When this creature enters, each token that would be created under an opponent's control this turn is created under your control instead.
Creature — Beast
Kicker {2}{G} This spell can't be countered. Hexproof, haste If this creature was kicked, it enters with four +1/+1 counters on it.
Enchantment
At the beginning of each opponent's upkeep, that player moves a permanent they control to touch this enchantment and no other permanents. If the player can't, destroy each permanent they control that isn't touching this enchantment, then sacrifice it.
Sorcery — Arcane
Choose a nonland card name. Search target player's graveyard, hand, and library for all cards with that name and exile them. Then that player shuffles.
Artifact — Equipment
Equipped creature gets +1/+0 for each artifact you control. {B}{B}: Attach this Equipment to target creature you control. Equip {1}
Creature — Insect
Trample This creature gets +10/+10 as long as you control ten or more lands.
Sorcery
Suspend 4—{G} (Rather than cast this card from your hand, pay {G} and exile it with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.) Create two 4/4 green Rhino creature tokens with trample.
Creature — Elemental
{R}, {T}, Sacrifice this creature: It deals 4 damage to target creature. Formidable — {2}{R}: This creature has base power 8 until end of turn. Activate only if creatures you control have total power 8 or greater.
Creature — Hellion Beast
Echo {4}{R}{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, it deals 4 damage to each other creature.
Sorcery
Crater's Claws deals X damage to any target. Ferocious — Crater's Claws deals X plus 2 damage instead if you control a creature with power 4 or greater.
Land
{T}: Add {C}. {4}: Put two +1/+1 counters on this land. Then you may have it become a 0/0 Elemental creature until end of turn. It's still a land.
Creature — Elemental Cat
When this creature enters, flip a coin until you lose a flip. Put a +1/+1 counter on this creature for each flip you won.
Creature — Goblin Warrior
This creature attacks each combat if able.
Enchantment
Whenever a creature you control enters, you may look at the top X cards of your library, where X is that creature's power. If you do, put one of those cards on top of your library and the rest on the bottom of your library in any order.
Creature — Plant Elemental
Trample {1}{G}: Until end of turn, target creature you control has base power and toughness 5/5 and gains trample.
Sorcery
Destroy all artifacts.
Sorcery
Choose a permanent type. Return all cards of the chosen type from your graveyard to your hand. Flashback {5}{G}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Land
This land enters tapped. {T}: Add {U} or {B}. {1}{U}{B}: Until end of turn, this land becomes a 3/2 blue and black Elemental creature. It's still a land. It can't be blocked this turn.
Creature — Elemental
Other Elementals you control get +1/+0. {2}{R}{G}: This creature gets +1/+1 until end of turn for each Elemental you control.
Artifact Creature — Construct
Indestructible Whenever this creature deals combat damage to a creature, flip a coin. If you win the flip, destroy that creature.
Creature — Horse
Other Horses you control have indestructible. At the beginning of each end step, if you gained life this turn, create a 5/5 white Horse creature token.
Sorcery // Sorcery
Creature — Dragon
Flying {X}, {T}: This creature deals X damage to target creature. Spend only red mana on X.
Creature — Vampire Knight
Trample At the beginning of each player's end step, this creature deals 4 damage to that player unless they control a commander.
Creature — Human Shaman
{R}: Target creature you control gains haste until end of turn. (It can attack and {T} this turn.)
Instant
Target creature becomes red and gains haste until end of turn. (It can attack and {T} this turn.) Draw a card.
Enchantment — Aura
Enchant creature Enchanted creature gets -1/-1 and can't block.
Sorcery
Choose a creature type. Creatures that aren't of the chosen type get -3/-3 until end of turn.
Legendary Creature — Illusion
{W}{B}: Destroy target creature blocking or blocked by Cromat. {U}{R}: Cromat gains flying until end of turn. {B}{G}: Regenerate Cromat. {R}{W}: Cromat gets +1/+1 until end of turn. {G}{U}: Put Cromat on top of its owner's library.
Artifact
{4}, {T}: Flip a coin. If you win the flip, destroy target creature an opponent controls. If you lose the flip, destroy target creature you control unless you pay {3} and repeat this process.
Instant
As an additional cost to cast this spell, sacrifice a land. Search your library for a land card, put that card onto the battlefield, then shuffle.
Land — Lair
When this land enters, sacrifice it unless you return a non-Lair land you control to its owner's hand. {T}: Add {U}, {B}, or {R}.
Instant
Choose one — • Return target permanent to its owner's hand. • Destroy target nonblack creature. It can't be regenerated. • Destroy target artifact.
Legendary Creature — Dragon
Flying Whenever Crosis deals combat damage to a player, you may pay {2}{B}. If you do, choose a color, then that player reveals their hand and discards all cards of that color.
Legendary Creature — Vampire Noble
Crovax enters with four +1/+1 counters on it. At the beginning of your upkeep, you may sacrifice a creature. If you do, put a +1/+1 counter on Crovax. If you don't, remove a +1/+1 counter from Crovax. {B}: Crovax gains flying until end of turn.
Legendary Creature — Human Noble
Other white creatures get +1/+1. Nonwhite creatures get -1/-1. Pay 2 life: Return Crovax to its owner's hand.
Sorcery
Create a 1/2 blue Bird creature token with flying named Storm Crow. Storm (When you cast this spell, copy it for each spell cast before it this turn.)
Artifact
Play with the top card of your library revealed. As long as the top card of your library is a creature card, creatures you control that share a color with that card get +1/+1. {G}{W}: Put the top card of your library on the bottom of your library.
Artifact
Whenever a creature attacks you or a planeswalker you control, it gets +2/+0 until end of turn. {2}: Target player other than this artifact's owner gains control of it. Activate only during your turn.
Artifact
{3}, {T}: Tap target creature. Gain control of that creature instead if you control artifacts named Scepter of Empires and Throne of Empires.
Enchantment — Aura
Enchant creature Enchanted creature gets +1/+1 for each Elf you control and has reach. {2}{G}: Return this card from your graveyard to your hand.
Artifact
{4}, {T}: Attach target Aura attached to a creature to another creature.
Enchantment
Dragon creatures you control get +3/+3.
Artifact
You may play lands from your graveyard.
Land
{T}: Add {C}. {1}, {T}: Put a storage counter on this land. {T}, Remove X storage counters from this land: Add X mana in any combination of colors. Spend this mana only to cast Dragon spells or activate abilities of Dragons.
Sorcery
Choose target player and another target player. The first player controls the second player during the second player's next turn, and the second player controls the first player during the first player's next turn.
Enchantment — Aura Curse
Enchant player At the beginning of enchanted player's upkeep, that player sacrifices a creature or planeswalker of their choice. If the player can't, they lose 5 life.
Creature — Human Assassin
{B}, {T}, Pay 1 life: Put a +1/+1 counter on this creature. {2}{B}, {T}, Remove X +1/+1 counters from this creature: It deals X damage to target creature.
Sorcery
Target opponent sacrifices a creature of their choice, discards three cards, then loses 5 life. You return a creature card from your graveyard to your hand, draw three cards, then gain 5 life.
Enchantment
At the beginning of your upkeep, destroy target creature with a -1/-1 counter on it.
Land
This land enters tapped. When this land enters, add one mana of any color. {T}: Add {C}. ({C} represents colorless mana.)
Creature — Human Knight
Protection from black This creature gets +1/+1 for each Swamp your opponents control.