Inventory last scanned: 4/30/2026, 6:14:03 PM
Legendary Creature — Elf Warrior
Rampage 1 (Whenever this creature becomes blocked, it gets +1/+1 until end of turn for each creature blocking it beyond the first.)
Creature — Human Artificer
Fabricate 3 (When this creature enters, put three +1/+1 counters on it or create three 1/1 colorless Servo artifact creature tokens.) Whenever an artifact you control is put into a graveyard from the battlefield, target opponent loses life equal to this creature's power.
Legendary Snow Enchantment
Whenever Marit Lage's Slumber or another snow permanent you control enters, scry 1. At the beginning of your upkeep, if you control ten or more snow permanents, sacrifice Marit Lage's Slumber. If you do, create Marit Lage, a legendary 20/20 black Avatar creature token with flying and indestructible.
Enchantment
Prevent all noncombat damage that would be dealt to creatures you control.
Creature — Vampire Warrior
Double strike (This creature deals both first-strike and regular combat damage.) Whenever this creature deals combat damage to a player, put a +1/+1 counter on it.
Creature — Vampire Knight
Flying {2}{B}, Discard a card: Put two +1/+1 counters on this creature.
Creature — Elemental
Maro's power and toughness are each equal to the number of cards in your hand.
Land
{T}, Pay 1 life, Sacrifice this land: Search your library for a Plains or Swamp card, put it onto the battlefield, then shuffle.
Creature — Snake
Whenever this creature deals damage to a player, that player gets two poison counters. (A player with ten or more poison counters loses the game.)
Enchantment
Multikicker {1}{W} (You may pay an additional {1}{W} any number of times as you cast this spell.) Creatures you control get +1/+1. When this enchantment enters, return up to X target creature cards from your graveyard to the battlefield, where X is the number of times this enchantment was kicked.
Sorcery
Create X 1/1 white Soldier creature tokens. If X is 5 or more, destroy all other creatures.
Enchantment
At the beginning of your upkeep, detain target creature an opponent controls. (Until your next turn, that creature can't attack or block and its activated abilities can't be activated.)
Creature — Human Cleric
{1}, Reveal X white cards from your hand, Sacrifice this creature: You gain three times X life.
Enchantment
Whenever this enchantment or another nonland permanent you control is put into a graveyard from the battlefield, each opponent sacrifices a permanent of their choice that shares a card type with it.
Sorcery
Exile all white creatures. For each creature exiled this way, its controller draws a card.
Creature — Human
As long as this creature is untapped, all damage that would be dealt to you by artifacts is dealt to this creature instead.
Legendary Creature — Elf Druid
Whenever another Elf you control enters, put a +1/+1 counter on Marwyn. {T}: Add an amount of {G} equal to Marwyn's power.
Legendary Creature — Human Villain
{1}{B/R}: Switch a Killbot or Mary O'Kill in your hand with one on the battlefield. (If a creature is tapped, the switched creature is tapped. The same is true for untapped, attacking, blocking, enchanted, equipped, and targeted. Any counters on a creature are on the switched creature instead.)
Sorcery — Lesson
Create a 2/1 white and black Inkling creature token with flying, a 3/2 red and white Spirit creature token, and a 4/4 blue and red Elemental creature token.
Legendary Artifact — Equipment
Equipped creature has flying and lifelink. Whenever equipped creature dies, you may pay X life, where X is its power. If you do, draw X cards. Equip {3}
Creature — Elf Shaman
When this creature enters, draw a card. Whenever you cast a creature spell, you may pay {G}{G}. If you do, return this card from your graveyard to your hand.
Creature — Gorgon
Green creatures and white creatures have protection from Gorgons. Threshold — This creature has protection from green and from white as long as there are seven or more cards in your graveyard.
Artifact
Creatures you control are every creature type. The same is true for creature spells you control and creature cards you own that aren't on the battlefield. {3}, {T}: Create a 2/2 blue Shapeshifter creature token with changeling. (It is every creature type.)
Sorcery
Destroy all nonwhite creatures.
Sorcery
Until your next turn, creatures target player controls have base power and toughness 1/1. Flashback {3}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Enchantment
All creatures have haste.
Sorcery
Gain control of X target creatures and/or planeswalkers.
Sorcery
For each opponent, gain control of up to one target creature that player controls until end of turn. Untap those creatures. They gain haste until end of turn.
Sorcery
Exile all creatures you control, then reveal cards from the top of your library until you reveal that many creature cards. Put all creature cards revealed this way onto the battlefield, then shuffle the rest of the revealed cards into your library.
Legendary Creature — Human Assassin
Menace When Massacre Girl enters, each other creature gets -1/-1 until end of turn. Whenever a creature dies this turn, each creature other than Massacre Girl gets -1/-1 until end of turn.
Creature — Phyrexian Wurm
When this creature enters, creatures your opponents control get -2/-2 until end of turn. Whenever a creature an opponent controls dies, that player loses 2 life.
Creature — Human Cleric
Tap an untapped Cleric you control: Prevent the next 2 damage that would be dealt to any target this turn.
Creature — Elf Wizard
Each other creature you control enters with a number of additional +1/+1 counters on it equal to this creature's power and as a Mutant in addition to its other types.
Creature — Human Cleric
{T}: Prevent the next 4 damage that would be dealt to any target this turn.
Artifact Creature — Human Artificer
{U}, {T}, Return an artifact you control to its owner's hand: You may put an artifact card from your hand onto the battlefield.
Creature — Dwarf Artificer
Servos and Thopters you control get +1/+1. {3}{W}: Create a 1/1 colorless Servo artifact creature token.
Creature — Demon
First strike, deathtouch This creature can only attack alone. Whenever this creature attacks a player and isn't blocked, that player's life total becomes 1. This creature assigns no combat damage this combat.
Artifact Creature — Vedalken Wizard
Master of Etherium's power and toughness are each equal to the number of artifacts you control. Other artifact creatures you control get +1/+1.
Creature — Human Monk
Morph {3}{W}{W} (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, creatures you control get +2/+2 until end of turn.
Creature — Sphinx
Flying Whenever this creature deals combat damage to a player, choose a card in your hand. That player guesses whether the card's mana value is greater than 4. If the player guessed wrong, you may cast the card without paying its mana cost.
Creature — Merfolk Wizard
Protection from red Elemental creatures you control get +1/+1. When this creature enters, create a number of 1/0 blue Elemental creature tokens equal to your devotion to blue. (Each {U} in the mana costs of permanents you control counts toward your devotion to blue.)
Creature — Sphinx Wizard
Flying When this creature enters, draw two cards, then discard a card. Whenever you cast an instant, sorcery, or Wizard spell, you may have this creature's base power and toughness become 4/1 or 1/4 until end of turn.
Enchantment Creature — Demon
Flying At the beginning of your upkeep, each opponent draws a card.
Creature — Merfolk
Other Merfolk creatures you control get +1/+1 and have islandwalk. (They can't be blocked as long as defending player controls an Island.)
Creature — Human Shaman
At the beginning of your upkeep, create a 2/2 green Wolf creature token. {T}: Tap all untapped Wolf creatures you control. Each Wolf tapped this way deals damage equal to its power to target creature. That creature deals damage equal to its power divided as its controller chooses among any number of those Wolves.
Creature — Troll Ninja
Haste Reveal this card from your hand: Masterful Ninja is on the battlefield and in your hand until end of turn. {1}{B}: This creature gets +1/+1 until end of turn.
Instant
Choose one — • Create two 3/3 colorless Golem artifact creature tokens. • Choose target artifact you control. Each other artifact you control becomes a copy of that artifact until end of turn.
Sorcery
Choose one — • Search your library for a card, put it into your hand, then shuffle. • Put a card you own from outside the game into your hand.
Artifact — Equipment
You may have this Equipment enter as a copy of any Equipment on the battlefield.
Enchantment
Whenever a permanent you control is turned face up, you gain 1 life for each creature you control. {3}{W}: Manifest the top card of your library. (Put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
Legendary Creature — Vampire
Menace At the beginning of your end step, put a bounty counter on target creature an opponent controls. For as long as that creature has a bounty counter on it, it has "When this creature dies, each opponent draws a card and gains 2 life."
Creature — Eldrazi
({C} represents colorless mana.) When this creature dies, reveal the top card of your library. You may put that card onto the battlefield if it's a permanent card with mana value 3 or less. Otherwise, put that card into your hand.
Artifact — Equipment
When this Equipment enters, attach it to target creature you control. Equipped creature gets +2/+2 and has flying and first strike.(It deals combat damage before creatures without first strike.) Equip {2}{W}{W}
Instant
Undergrowth — Search your library for a black card with mana value less than or equal to the number of creature cards in your graveyard, reveal it, put it into your hand, then shuffle.
Creature — Spirit
Flying Whenever another Spirit you control enters, this creature gets +1/+1 until end of turn. Sacrifice this creature: Counter target instant or sorcery spell unless its controller pays {X}, where X is this creature's power.
Legendary Creature — Vampire Cleric
Whenever one or more nontoken Vampires you control attack, create a 1/1 white Vampire creature token with lifelink.
Creature — Beast
Flying {T}: This creature deals 1 damage to any target.
Legendary Creature — Elf Shaman
{3}{R}{G}{W}, {T}: Look at the top five cards of your library. You may put a creature card with power 5 or greater from among them onto the battlefield. Put the rest on the bottom of your library in any order.
Enchantment
At the beginning of your upkeep, put a +1/+1 counter on each creature you control if you control a creature with power 5 or greater. Then you gain 10 life if you control a creature with power 10 or greater. Then you win the game if you control a creature with power 20 or greater.
Creature — Devil
Whenever a player sacrifices a permanent, this creature deals 1 damage to any target.