Inventory last scanned: 4/27/2026, 2:23:23 AM
Creature — Angel
Flying As long as you control a Human, this creature has hexproof and indestructible.
Host Artifact Creature — Angel
Flying When this creature enters, you may destroy target nonland permanent.
Creature — Angel
Flying At the beginning of each combat, choose first strike, vigilance, or lifelink. Creatures you control gain that ability until end of turn.
Instant
Prevent all combat damage that would be dealt this turn. Cycling {2} ({2}, Discard this card: Draw a card.)
Creature — Incarnation
Haste As long as this card is in your graveyard and you control a Mountain, creatures you control have haste.
Sorcery
Anger of the Gods deals 3 damage to each creature. If a creature dealt damage this way would die this turn, exile it instead.
Sorcery
Destroy target creature. Angrath's Fury deals 3 damage to target player or planeswalker. You may search your library and/or graveyard for a card named Angrath, Minotaur Pirate, reveal it, and put it into your hand. If you search your library this way, shuffle.
Creature — Human Pirate
If a source you control would deal damage to a permanent or player, it deals double that damage to that permanent or player instead.
Sorcery
Choose one — • Target player sacrifices an artifact of their choice. • Target player sacrifices a creature of their choice. • Target player sacrifices a planeswalker of their choice.
Legendary Planeswalker — Angrath
Creatures you control have menace. −2: Amass Zombies 2. (Put two +1/+1 counters on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)
Legendary Planeswalker — Angrath
+2: Angrath deals 1 damage to target opponent or planeswalker and each creature that player or that planeswalker's controller controls. −3: Return target Pirate card from your graveyard to the battlefield. −11: Destroy all creatures target opponent controls. Angrath deals damage to that player equal to their total power.
Legendary Planeswalker — Angrath
+1: Each opponent discards a card and loses 2 life. −3: Gain control of target creature until end of turn. Untap it. It gains haste until end of turn. Sacrifice it at the beginning of the next end step if it has mana value 3 or less. −8: Each opponent loses life equal to the number of cards in their graveyard.
Instant
Exile target nonland permanent. You lose 3 life.
Land
{T}: Add {C}. {2}, {T}: Put a +1/+1 counter on target Bird, Cat, Dog, Goat, Ox, or Snake.
Enchantment — Aura
Enchant artifact As long as enchanted artifact isn't a creature, it's an artifact creature with power and toughness each equal to its mana value.
Enchantment — Aura
Enchant creature card in a graveyard When this Aura enters, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with this Aura." Return enchanted creature card to the battlefield under your control and attach this Aura to it. When this Aura leaves the battlefield, that creature's controller sacrifices it. Enchanted creature gets -1/-0.
Enchantment — Aura
Enchant your library Enchanted library is an artifact creature on the battlefield with power and toughness each equal to the number of cards in it. It's still a library. If enchanted library would leave the battlefield, exile this Aura instead.
Artifact
Whenever one or more +1/+1 counters are put on a permanent you control, you may pay {1}. If you do, create a 1/1 colorless Servo artifact creature token. {3}, {T}: Choose a counter on target permanent or player. Give that permanent or player another counter of that kind.
Sorcery
Reveal the top X cards of your library. Put all land cards from among them onto the battlefield tapped and the rest on the bottom of your library in a random order. Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, untap those lands.
Legendary Creature — Vampire
Haste {T}, Discard a card: Draw a card. Whenever you discard a card, if it has madness, untap Anje Falkenrath.
Creature — Vampire Berserker
This creature attacks each combat if able. Whenever this creature attacks, discard your hand, then draw three cards. 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.)
Artifact
Whenever a land enters, this artifact deals 2 damage to that land's controller.
Creature — Goblin Berserker
Haste Whenever this creature attacks, creatures you control gain first strike and deathtouch until end of turn.
Enchantment
If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead.
Legendary Creature — Vampire Shaman
At the beginning of your upkeep, each player sacrifices a non-Vampire creature of their choice.
Creature — Insect
{1}{G}: Create a 1/1 green Insect creature token.
Enchantment
Whenever a creature you control attacks, it gets +2/+0 until end of turn and this enchantment deals 1 damage to you. Hellbent — As long as you have no cards in hand, if a source you control would deal damage to a permanent or player, it deals double that damage to that permanent or player instead.
Legendary Creature — Human Warrior
Heroic — Whenever you cast a spell that targets Anthousa, up to three target lands you control each become 2/2 Warrior creatures until end of turn. They're still lands.
Creature — Shapeshifter
This creature enters with two +1/+1 counters on it. {X}, {T}: Remove all +1/+1 counters from this creature and put X +1/+1 counters on it.
Enchantment — Aura
Enchant creature Enchanted creature can't be the target of spells and can't be enchanted by other Auras.
Instant
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.
Creature — Dinosaur
When this creature enters, it fights up to one target creature you don't control. Enrage — Whenever this creature is dealt damage, it fights up to one target creature you don't control.
Sorcery
Exile the top seven cards of your library. Until end of turn, you may cast spells from among them. If this spell was cast from your hand, add ten mana of any one color.
Legendary Enchantment Creature — Harpy
Flying At the beginning of your end step, you may exile an enchantment card from your graveyard. If you do, create a 2/2 black Zombie creature token.
Creature — Human Wizard
{T}: Untap target artifact or creature. Morph {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.)
Creature — Demon
Flying Apocalypse Demon's power and toughness are each equal to the number of cards in your graveyard. At the beginning of your upkeep, tap this creature unless you sacrifice another creature.
Creature — Hydra
This creature enters with X +1/+1 counters on it. If X is 5 or more, it enters with an additional X +1/+1 counters on it. {1}{R}, Remove a +1/+1 counter from this creature: It deals 1 damage to any target.
Creature — Zombie Wizard
{B}, {T}, Sacrifice this creature: Return target creature card from your graveyard to the battlefield. That creature gains haste. At the beginning of the next end step, sacrifice it.
Creature — Human Wizard
{U}, {T}: Add {C}{C}{C}.
Sorcery
If this spell was cast from your hand and you've cast another spell named Approach of the Second Sun this game, you win the game. Otherwise, put Approach of the Second Sun into its owner's library seventh from the top and you gain 7 life.
Instant
Create X 1/2 green Spider creature tokens with reach, where X is the number of creatures attacking you. Prevent all combat damage that would be dealt this turn by non-Spider creatures.
Creature — Spider
Reach Tap an untapped Spider you control: Search your graveyard and/or library for a card named Arachnus Web and put it onto the battlefield attached to target creature. If you search your library this way, shuffle.
Legendary Creature — Cat Avatar
Eminence — At the beginning of combat on your turn, if Arahbo is in the command zone or on the battlefield, another target Cat you control gets +3/+3 until end of turn. Whenever another Cat you control attacks, you may pay {1}{G}{W}. If you do, it gains trample and gets +X/+X until end of turn, where X is its power.
Legendary Creature — Spirit
{X}{G}, {T}: Arashi deals X damage to target creature with flying. Channel — {X}{G}{G}, Discard this card: It deals X damage to each creature with flying.
Creature — Human Warrior
Double strike Whenever this creature enters or attacks, another target Warrior creature you control gains double strike until end of turn.
Creature — Dragon
Flying When this creature dies, you may put it on your choice of the top or bottom of its owner's library.
Legendary Enchantment Creature — Spider
Reach Whenever an opponent casts an instant or sorcery spell, create a 1/2 green Spider creature token with reach.
Creature — Giant Wizard
Vigilance When this creature enters, each player's life total becomes the highest life total among all players.
Creature — Sphinx
Flying Inspired — Whenever this creature becomes untapped, reveal the top card of your library. If it's an artifact, creature, or land card, you may put it onto the battlefield with a manifestation counter on it. That permanent is an enchantment in addition to its other types.
Creature — Giant
Reach {3}{G}{G}{G}: Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.) When this creature becomes monstrous, destroy target creature with flying an opponent controls.
Creature — Elf Druid
{T}: Untap target Forest.
Creature — Sloth Beast
Reach When this creature enters, you may put a land card from your hand onto the battlefield tapped.
Legendary Creature — Elder Dragon
Flying At the beginning of your upkeep, sacrifice Arcades Sabboth unless you pay {G}{W}{U}. Each untapped creature you control gets +0/+2 as long as it's not attacking. {W}: Arcades Sabboth gets +0/+1 until end of turn.
Legendary Creature — Elder Dragon
Flying, vigilance Whenever a creature you control with defender enters, draw a card. Each creature you control with defender assigns combat damage equal to its toughness rather than its power and can attack as though it didn't have defender.
Enchantment
As this enchantment enters, choose a creature type. Creatures you control are the chosen type in addition to their other types. The same is true for creature spells you control and creature cards you own that aren't on the battlefield.
Creature — Human Wizard
{2}{U}, {T}: Target player draws a card, then exiles a card from their hand. If a creature card is exiled this way, that player creates a token that's a copy of that card. When this creature leaves the battlefield, exile all tokens created with it at the beginning of the next end step.
Instant
Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep. You draw a card at the beginning of the next turn's upkeep.