Inventory last scanned: 4/27/2026, 2:23:23 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
Each player can't cast more than one spell each turn.
Land
{T}: Add {C}. {1}, {T}: Until end of turn, creatures your opponents control lose hexproof and shroud and can't have hexproof or shroud.
Enchantment
Instant and sorcery spells cost {2} less to cast.
Land
This land enters tapped. {T}: Add {W}, {U}, or {B}.
Creature — Human Wizard
Before you shuffle your deck to start the game, you may reveal this card from your deck and exile an instant or sorcery card you drafted that isn't in your deck. When this creature enters, copy a card you exiled with cards named Arcane Savant. You may cast the copy without paying its mana cost.
Artifact
{T}: Add one mana of any color in your commander's color identity.
Artifact
{2}, {T}, Sacrifice a land: Draw a card and put a charge counter on this artifact. Remove three charge counters from this artifact: Draw a card.
Legendary Creature — Wizard
{T}: Draw three cards. {2}{U}{U}: Return Arcanis to its owner's hand.
Instant
Choose target creature. Whenever that creature is dealt damage this turn, it deals that much damage to each other creature and each player.
Artifact Creature — Golem
At the beginning of your upkeep, put a +1/+1 counter on each creature you control with modular. Modular 6 (This creature enters with six +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
Artifact Creature — Beast
Sacrifice an artifact: Put a +1/+1 counter on this 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 — Golem
Remove a +1/+1 counter from this creature: Put target artifact card from your graveyard on top of your library. 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 — Insect
Flying 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 — Construct
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.)
Land
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) {T}: Add {C}. {5}, {T}: Draw a card. Activate only if you have the city's blessing.
Creature — Angel
Flying, vigilance
Creature — Angel
Flying Lifelink (Damage dealt by this creature also causes you to gain that much life.) Whenever you gain life, put a +1/+1 counter on each creature you control.
Creature — Angel
Flying As long as this creature is untapped, creatures can't attack you or planeswalkers you control unless their controller pays {1} for each of those creatures. As long as this creature is attacking, creatures can't block unless their controller pays {1} for each of those creatures.
Sorcery
You gain 2 life for each card in your graveyard, then shuffle your graveyard into your library.
Creature — Demon
Draft this card face up. As long as this card is face up during the draft, you can't look at booster packs and must draft cards at random. After you draft three cards this way, turn this card face down. (You may look at cards as you draft them.) Flying
Creature — Demon
Flying, trample At the beginning of your upkeep, sacrifice a non-Zombie creature, then create a 2/2 black Zombie creature token.
Legendary Creature — Turtle Shaman
As long as Archelos is tapped, other permanents enter tapped. As long as Archelos is untapped, other permanents enter untapped.
Enchantment Creature — Human Warrior
Creatures you control have trample. Creatures your opponents control lose trample and can't have or gain trample.
Enchantment Creature — Human Soldier
Creatures you control have first strike. Creatures your opponents control lose first strike and can't have or gain first strike.
Enchantment Creature — Gorgon
Creatures you control have deathtouch. Creatures your opponents control lose deathtouch and can't have or gain deathtouch.
Enchantment Creature — Human Wizard
Creatures you control have flying. Creatures your opponents control lose flying and can't have or gain flying.
Creature — Demon
Flying At the beginning of each opponent's end step, that player chooses up to two creatures they control, then sacrifices the rest.
Creature — Demon
Flying Whenever you cycle or discard another card, put a -1/-1 counter on each creature your opponents control. Cycling {2} ({2}, Discard this card: Draw a card.)
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.
Creature — Human Wizard
{T}: Draw a card.
Enchantment
At the beginning of each end step, if you drew two or more cards this turn, you may put a quest counter on this enchantment. As long as this enchantment has six or more quest counters on it, if you would draw a card, you may instead search your library for a card, put that card into your hand, then shuffle.
Creature — Human Wizard
Magecraft — Whenever you cast or copy an instant or sorcery spell, draw a card.
Creature — Archon
Flying When this creature dies, exile target permanent.
Creature — Archon
Flying Whenever this creature or another creature you control with flying enters, you may gain life equal to that creature's power.
Creature — Archon
Flying Lifelink (Damage dealt by this creature also causes you to gain that much life.) Pegasus creatures you control have lifelink. Constellation — Whenever an enchantment you control enters, create a 2/2 white Pegasus creature token with flying.
Creature — Archon
Flying, vigilance, trample As this creature enters, choose artifact, enchantment, instant, sorcery, or planeswalker. Players can't cast spells of the chosen type.
Creature — Archon
Flying Whenever this creature attacks, detain up to two target nonland permanents your opponents control. (Until your next turn, those permanents can't attack or block and their activated abilities can't be activated.)
Creature — Human Cleric
Archpriest of Iona's power is equal to the number of creatures in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.) At the beginning of combat on your turn, if you have a full party, target creature gets +1/+1 and gains flying until end of turn.
Creature — Dragon
Flying, haste At the beginning of the end step, return this creature to its owner's hand.
Creature — Phoenix
Flying, haste At the beginning of combat on your turn, if you've cast three or more instant and sorcery spells this turn, return this card from your graveyard to the battlefield.
Snow Land
This land enters tapped. {T}: Add {G} or {W}.
Legendary Creature — Human Artificer
{T}: Target artifact creature's controller sacrifices it. That player may search their library for a noncreature artifact card, put it onto the battlefield, then shuffle.
Creature — Human Cleric
When this creature dies, you may exile it. If you do, search your library for a planeswalker card, put it onto the battlefield, then shuffle.
Creature — Sphinx
Flying Metalcraft — {U}: Exile this creature. Return it to the battlefield under your control at the beginning of the next end step. Activate only if you control three or more artifacts.
Artifact — Equipment
Equipped creature gets +6/+6. Whenever equipped creature attacks, destroy target permanent. Equip {6}
Creature — Elf Druid
{T}: Untap two target lands.
Enchantment
When this enchantment enters, each opponent gains 10 life. Whenever you cast an instant or sorcery spell, put a verse counter on this enchantment, then it deals damage equal to the number of verse counters on it to target player or planeswalker.
Legendary Creature — Kraken
Arixmethes enters tapped with five slumber counters on it. As long as Arixmethes has a slumber counter on it, it's a land. (It's not a creature.) Whenever you cast a spell, you may remove a slumber counter from Arixmethes. {T}: Add {G}{U}.
Legendary Creature — Sphinx Wizard
Flying Whenever you cast a spell, put the cards in your hand on the bottom of your library in any order, then draw that many cards.
Legendary Planeswalker — Arlinn
Each creature you control that's a Wolf or a Werewolf enters with an additional +1/+1 counter on it. −2: Create a 2/2 green Wolf creature token.
Creature — Wurm
Trample When this creature enters, create a 5/5 green Wurm creature token with trample.
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2 and has trample. Whenever enchanted creature deals damage, you gain that much life.
Sorcery
Destroy all lands.
Creature — Kor Soldier
Other Kor creatures you control get +2/+2 for each Equipment attached to this creature.
Enchantment
{3}{W}{W}: You draw a card and target opponent gains 3 life.