Inventory last scanned: 4/30/2026, 6:14:03 PM
Creature — Human Rogue
Whenever this creature attacks, create a 2/2 green Wolf creature token that's tapped and attacking for each creature card in your graveyard.
Land
{T}: Add {C}. {X}{R}{G}, {T}: Target creature gets +X/+0 and gains trample until end of turn.
Legendary Enchantment Creature — Nymph
Bestow {3}{G}{W}{U} (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached.) Enchanted creature gets +4/+4. Whenever an enchanted creature or enchantment creature you control attacks, draw a card.
Legendary Creature — Elf Advisor
Legendary spells you cast cost {1} less to cast. Exile two legendary cards from your graveyard: Until end of turn, each legendary card in your graveyard gains "You may play this card from your graveyard."
Artifact
{T}, Discard a card: Up to one target creature can't be blocked this turn. Whenever this artifact becomes untapped, you may pay {2}. If you do, draw a card.
Creature — Rabbit Beast
First strike At the beginning of your upkeep, if your opponents control no creatures, this creature deals 4 damage to you.
Enchantment
Landfall — Whenever a land you control enters, you may put a quest counter on this enchantment. Remove three quest counters from this enchantment and sacrifice it: Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Legendary Land
{T}: Add {C}. {1}{R}, {T}: Create a 0/1 red Kobold creature token named Kobolds of Kher Keep.
Creature — Zombie Wizard
At the beginning of your upkeep, you may pay {2}{B}. If you do, return a creature card at random from your graveyard to the battlefield. It gains flying, trample, and haste. Exile that card at the beginning of your next end step. If it would leave the battlefield, exile it instead of putting it anywhere else.
Creature — Vampire
Menace Whenever this creature deals combat damage to a player, that player exiles a card from their hand face down. You may look at cards exiled with this creature, and you may play lands and cast spells from among those cards.
Creature — Snake Wizard
Morph {4}{U}{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.) When this creature is turned face up, counter target spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard. You may cast that card without paying its mana cost for as long as it remains exiled.
Legendary Creature — Dragon
Partner with Sylvia Brightspear (When this creature enters, target player may put Sylvia into their hand from their library, then shuffle.) Flying, haste Knights your team controls have flying and haste.
Sorcery
For each player, choose friend or foe. Each friend discards all cards from their hand, then draws that many cards plus one. Khorvath's Fury deals damage to each foe equal to the number of cards in their hand.
Legendary Creature — Goblin Shaman
Haste {T}: Create a token that's a copy of target nonlegendary creature you control, except it has haste. Sacrifice it at the beginning of the next end step.
Legendary Creature — Human Assassin
{2}{B}{B}, {T}: Target creature deals damage to itself equal to its power.
Artifact
{2}, {T}: Tap all other artifacts. They don't untap during their controllers' untap steps for as long as this artifact remains tapped.
Sorcery
For each creature, its controller sacrifices it unless they pay X life.
Creature — Dragon
Amplify 3 (As this creature enters, put three +1/+1 counters on it for each Dragon card you reveal in your hand.) Flying {T}: This creature deals damage equal to the number of +1/+1 counters on it to any target.
Sorcery
Choose a creature type. For each creature you control of the chosen type, create a token that's a copy of that creature. Those tokens gain haste. Exile them at the beginning of the next end step.
Enchantment
As this enchantment enters, choose a creature type. Whenever a creature you control of the chosen type enters or attacks, draw a card.
Sorcery
Choose a creature type. Destroy all creatures that aren't of the chosen type.
Legendary Artifact
{5}, {T}, Sacrifice Kindslaver: A person outside the game controls target player during that player's next turn. Neither player may advise that person until the end of that turn.
Legendary Creature — Human Noble
Inspired — Whenever King Macar becomes untapped, you may exile target creature. If you do, create a Gold token. (It's an artifact with "Sacrifice this token: Add one mana of any color.")
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Each player mills four cards. Then you may exile a creature or planeswalker card from each graveyard. II, III — Until end of turn, you may cast spells from among cards exiled with this Saga, and you may spend mana as though it were mana of any color to cast those spells.
Creature — Dinosaur
Flying Creatures your opponents control enter tapped.
Legendary Creature — Human Druid
Whenever you tap a nonland permanent for mana, add one mana of any type that permanent produced. {5}{G}{U}: Look at the top five cards of your library. You may put a non-Human creature card from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
Creature — Kithkin Knight
Knight creatures you control have double strike.
Legendary Planeswalker — Kiora
Whenever a creature you control with power 4 or greater enters, draw a card. −1: Untap target permanent.
Legendary Planeswalker — Kiora
+1: Untap up to one target creature and up to one target land. −2: Reveal the top four cards of your library. You may put a creature card and/or a land card from among them into your hand. Put the rest into your graveyard. −8: You get an emblem with "Whenever a creature you control enters, you may have it fight target creature." Then create three 8/8 blue Octopus creature tokens.
Legendary Planeswalker — Kiora
+1: Until your next turn, prevent all damage that would be dealt to and dealt by target permanent an opponent controls. −1: Draw a card. You may play an additional land this turn. −5: You get an emblem with "At the beginning of your end step, create a 9/9 blue Kraken creature token."
Legendary Creature — Spirit
Flying Creatures you control have "Whenever this creature becomes the target of a spell or ability for the first time each turn, counter that spell or ability."
Creature — Ape
This creature gets +1/+2 as long as you control a Forest.
Sorcery
Destroy all creatures. They can't be regenerated. Threshold — If there are seven or more cards in your graveyard, instead destroy all creatures, then create two 1/1 white Spirit creature tokens with flying. Creatures destroyed this way can't be regenerated.
Enchantment
Artifacts, creatures, and lands your opponents control enter tapped.
Creature — Ouphe
When this creature enters, you gain 2 life. Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
Creature — Human Pirate
Flying When this creature enters, target opponent reveals their hand. You choose a noncreature, nonland card from it. Exile that card until this creature leaves the battlefield.
Legendary Creature — Spirit
Kiyomaro's power and toughness are each equal to the number of cards in your hand. As long as you have four or more cards in hand, Kiyomaro has vigilance. Whenever Kiyomaro deals damage, if you have seven or more cards in hand, you gain 7 life.
Land
If this land would enter, sacrifice a Plains instead. If you do, put this land onto the battlefield. If you don't, put it into its owner's graveyard. {T}: Add {W}. {1}{W}, {T}: Create a 1/1 white Soldier creature token.
Creature — Human Soldier
{T}: All combat damage that would be dealt to you by unblocked creatures this turn is dealt to this creature instead.
Creature — Faerie Rogue
Flying {1}{U}, {Q}: Target opponent exiles the top card of their library. Until end of turn, you may play that card. ({Q} is the untap symbol.)
Creature — Human Knight
First strike (This creature deals combat damage before creatures without first strike.) Other Knight creatures you control get +1/+1 and have indestructible. (Damage and effects that say "destroy" don't destroy them.)
Creature — Dryad Knight
When this creature enters, choose one — • Put two +1/+1 counters on this creature. • Destroy target artifact or enchantment. • You gain 4 life.
Creature — Human Knight
First strike (This creature deals combat damage before creatures without first strike.) Hexproof from black (This creature can't be the target of black spells or abilities your opponents control.) This creature gets +1/+0 as long as any player controls a black permanent.
Creature — Human Knight
First strike (This creature deals combat damage before creatures without first strike.) Hexproof from white (This creature can't be the target of white spells or abilities your opponents control.) This creature gets +1/+0 as long as any player controls a white permanent.
Creature — Human Knight
Each other multicolored creature you control gets +1/+1 for each of its colors.
Creature — Vampire Knight
{2}{B}: This creature gets +3/+3 and gains deathtouch until end of turn. At the beginning of your end step, if a player lost 4 or more life this turn, put a +1/+1 counter on this creature. (Damage causes loss of life.)
Creature — Human Knight
This creature gets +1/+1 for each land card in your graveyard. {T}, Sacrifice a Forest or Plains: Search your library for a land card, put it onto the battlefield, then shuffle.
Creature — Human Knight
First strike When this creature enters, if an opponent controls more lands than you, you may search your library for a Plains card, put it onto the battlefield, then shuffle.
Creature — Human Knight
When this creature enters, create two 1/1 white Soldier creature tokens. {W}, Sacrifice a Soldier: Prevent all combat damage that would be dealt this turn.
Enchantment
{X}, Discard a card with mana value X: This enchantment deals X damage to any target.
Creature — Human Knight
Whenever this creature attacks, it gets +1/+1 until end of turn for each untapped creature you control.
Artifact
Imprint — When this artifact enters, each player exiles the top three cards of their library. Whenever a player casts a spell from their hand, that player exiles it. If the player does, they may cast a spell from among other cards exiled with this artifact without paying its mana cost.
Creature — Goblin Shaman
Whenever a Goblin you control is put into a graveyard from the battlefield, you may put a +1/+1 counter on this creature.
Legendary Creature — Spirit
Kodama of the Center Tree's power and toughness are each equal to the number of Spirits you control. Kodama of the Center Tree has soulshift X, where X is the number of Spirits you control. (When this creature dies, you may return target Spirit card with mana value X or less from your graveyard to your hand.)
Legendary Creature — Spirit
Reach Whenever another permanent you control enters, if it wasn't put onto the battlefield with this ability, you may put a permanent card with equal or lesser mana value from your hand onto the battlefield. Partner (You can have two commanders if both have partner.)
Legendary Creature — Spirit
Trample Shroud (This creature can't be the target of spells or abilities.)
Sorcery — Arcane
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
Legendary Creature — Dragon
Flying Whenever a Dragon you control attacks, creatures you control get +1/+0 until end of turn. Dash {3}{B}{R} (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)