Inventory last scanned: 4/29/2026, 6:13:45 PM
Land
This land enters tapped. When this land enters, look at the top three cards of your library, then put them back in any order. {T}: Add {U}.
World Enchantment
At the beginning of each player's upkeep, that player chooses a color. Until end of turn, lands tapped for mana produce mana of the chosen color instead of any other color.
Legendary Land
{T}: Add {C}. {1}{W}, {T}: Put target enchantment card from your graveyard on top of your library.
Land
{T}: Add {C}. {1}, {T}: Add one mana of any color. {T}: Put a +1/+1 counter on target creature. Activate only as a sorcery and only if you've cast an instant or sorcery spell this turn.
Legendary Artifact
As Hall of Triumph enters, choose a color. Creatures you control of the chosen color get +1/+1.
Legendary Creature — Elf Archer
Trample Whenever you cast a spell, if that spell was kicked, put a +1/+1 counter on Hallar, then Hallar deals damage equal to the number of +1/+1 counters on it to each opponent.
Sorcery
Put all creatures on the bottom of their owners' libraries.
Land — Plains Island
({T}: Add {W} or {U}.) As this land enters, you may pay 2 life. If you don't, it enters tapped.
Instant
Until end of turn, if a creature would enter and it wasn't cast, exile it instead. Draw a card.
Creature — Avatar
Vigilance When this creature dies, create X 1/1 white Spirit creature tokens with flying, where X is the number of creature cards in your graveyard.
Land
Cumulative upkeep {1} (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) Creatures that attacked during their controller's last turn can't attack.
Creature — Demon
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) When this creature enters, destroy target Angel.
Creature — Giant Warrior
Whenever another creature enters, you may put X +1/+1 counters on this creature, where X is that creature's power.
Sorcery
Hammer of Bogardan deals 3 damage to any target. {2}{R}{R}{R}: Return this card from your graveyard to your hand. Activate only during your upkeep.
Legendary Artifact — Equipment
Whenever Hammer of Nazahn or another Equipment you control enters, you may attach that Equipment to target creature you control. Equipped creature gets +2/+0 and has indestructible. Equip {4}
Legendary Enchantment Artifact
Creatures you control have haste. {2}{R}, {T}, Sacrifice a land: Create a 3/3 colorless Golem enchantment artifact creature token.
Legendary Artifact — Equipment
At the beginning of combat on your turn, equipped creature or a creature you control named Vecna gets +X/+X until end of turn, where X is the number of cards in your hand. Equip—Pay 1 life for each card in your hand. Equip {2}
Creature — Phyrexian Zombie
Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) Other creatures you control with infect get +1/+1. Whenever you cast a creature spell with infect, target player gets a poison counter.
Enchantment
During combat, players can't cast instant spells or activate abilities that aren't mana abilities.
Artifact
{2}, {T}: Create a 2/2 colorless Homunculus creature token. It must be represented by a unique hand and two fingers at all times, or it ceases to exist.
Artifact Creature — Construct
This creature enters with X +1/+1 counters on it. When this creature dies, create a 1/1 colorless Thopter artifact creature token with flying for each +1/+1 counter on this creature. {1}, {T}: Put a +1/+1 counter on this creature.
Creature — Spirit
Flying When this creature enters, create a 1/1 white Spirit creature token with flying. {3}{W}, Exile this creature: Exile target creature.
Creature — Human Villain
As this creature enters, secretly note a word with six to eight letters. {1}: Target player who doesn't control this creature guesses the noted word or an unguessed letter in that word. If they guess wrong, put a +1/+1 counter on this creature. Any player may activate this ability. When a player guesses the noted word or all of its letters, sacrifice this creature.
Artifact — Equipment
Equipped creature has "{T}: Put an aim counter on Hankyu" and "{T}, Remove all aim counters from Hankyu: This creature deals damage to any target equal to the number of aim counters removed this way." Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.)
Legendary Creature — Human Artificer
{1}{W}{U}, {T}: Return target artifact or enchantment card from your graveyard to your hand.
Legendary Creature — Human Scout
Whenever Hans Eriksson attacks, reveal the top card of your library. If it's a creature card, put it onto the battlefield tapped and attacking defending player or a planeswalker they control. Otherwise, put that card into your hand. When you put a creature card onto the battlefield this way, it fights Hans Eriksson.
Land
{T}: Add {C}. {R}, {T}: Target creature gains haste until end of turn. {3}{R}{R}, {T}: If you both own and control this land and a creature named Hanweir Garrison, exile them, then meld them into Hanweir, the Writhing Township.
Creature — Human Soldier
Whenever this creature attacks, create two 1/1 red Human creature tokens that are tapped and attacking. (Melds with Hanweir Battlements.)
Legendary Creature — Human Cleric
Whenever Hapatra deals combat damage to a player, you may put a -1/-1 counter on target creature. Whenever you put one or more -1/-1 counters on a creature, create a 1/1 green Snake creature token with deathtouch.
Enchantment
When this enchantment enters, choose four nonenchantment permanents you don't control and put an aim counter on each of them. At the beginning of your end step, if two or more permanents you don't control have an aim counter on them, destroy one of those permanents at random.
Enchantment
When this enchantment enters, each player gains 5 life and draws a card. At the beginning of your upkeep, if there are five colors among permanents you control, there are six or more card types among permanents you control and/or cards in your graveyard, and your life total is greater than or equal to your starting life total, you win the game.
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Mill three cards. You may put an Elf or Tyvar card from your graveyard onto the battlefield. II — Put a +1/+1 counter on each Elf you control. III — Whenever an Elf you control attacks this turn, target creature an opponent controls gets -1/-1 until end of turn.
Creature — Dragon
Flying {2}{R}: This creature deals 1 damage to each creature without flying. {2}{G}: This creature deals 1 damage to each other creature with flying.
Creature — Merfolk Wizard
You may cast this spell as though it had flash if you pay {2} more to cast it. (You may cast it any time you could cast an instant.) When this creature enters, you may return target tapped creature an opponent controls to its owner's hand.
Artifact — Contraption
Whenever you crank this Contraption, roll two six-sided dice. This Contraption assembles a number of Contraptions equal to the difference between those results. (To assemble a Contraption, put the top card of your Contraption deck face up onto one of your sprockets.)
Enchantment
If one or more +1/+1 counters would be put on a creature you control, that many plus one +1/+1 counters are put on it instead.
Sorcery
Target opponent gains control of target permanent you control.
Creature — Sliver
All Slivers have "When this permanent enters, destroy target artifact or enchantment."
Sorcery
Draw three cards.
Instant
Exchange your hand and graveyard. Exile Harness Infinity.
Sorcery
Strive — This spell costs {2}{R} more to cast for each target beyond the first. Gain control of any number of target creatures until end of turn. Untap those creatures. They gain haste until end of turn.
Enchantment
Whenever you cast an instant or sorcery spell from your hand, you may cast target card with the same name as that spell from your graveyard. (You still pay its costs.)
Instant
Choose target creature. You get {E}{E}{E} (three energy counters), then you may pay any amount of {E}. Harnessed Lightning deals that much damage to that creature.
Instant
As an additional cost to cast this spell, sacrifice a land. Search your library for up to two basic land cards, put them onto the battlefield, then shuffle.
Creature — Human Cleric
Whenever an opponent activates an ability of an artifact, creature, or land on the battlefield, if it isn't a mana ability, this creature deals 2 damage to that player.
Sorcery
Search your library for up to X basic land cards, where X is the number of tapped creatures you control, put those cards onto the battlefield tapped, then shuffle.
Creature — Demon
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) Whenever another nontoken creature dies, you may draw a card.
Creature — Spider
Reach Undergrowth — When you cast this spell, reveal the top X cards of your library, where X is the number of creature cards in your graveyard. You may put a green permanent card with mana value X or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
Creature — Elemental
Wither (This deals damage to creatures in the form of -1/-1 counters.) {2}{R}, {Q}: This creature deals damage equal to its power to any target. ({Q} is the untap symbol.)
Instant
As an additional cost to cast this spell, pay X life. Target creature gets +X/+0 until end of turn.
Artifact — Equipment
Equipped creature gets +4/+4. {0}: Until end of turn, this permanent becomes a 4/4 Spirit artifact creature that's no longer an Equipment. Activate only if you control no creatures. Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.)
Sorcery
Exile all cards from target player's graveyard other than basic land cards. For each card exiled this way, search that player's library for all cards with the same name as that card and exile them. Then that player shuffles.
Land
{T}: Add {C}. {T}: Add one mana of any color. Spend this mana only to cast a Dragon creature spell. {2}, {T}, Sacrifice this land: Return target Dragon creature card or Ugin planeswalker card from your graveyard to your hand.
Creature — Zombie Wizard
{1}: You may cast target creature card in a graveyard this turn. When you cast it this turn, this creature gains all activated abilities of that card until end of turn.
Creature — Human Wizard
{2}{U}, {T}, Exile a creature card from your graveyard: Create a 2/2 black Zombie creature token, then put a +1/+1 counter on each Zombie creature you control.
Enchantment
Players can't gain life. At the beginning of each player's upkeep, that player loses half their life, rounded up.
Legendary Creature — God
Indestructible, haste Hazoret can't attack or block unless you have one or fewer cards in hand. {2}{R}, Discard a card: Hazoret deals 2 damage to each opponent.
Enchantment
At the beginning of combat on your turn, you may have target creature you control get +2/+0 and gain haste until end of turn. If you do, sacrifice it at the beginning of the next end step.